• 2

    posted a message on RIP Turbohud, creator called it quits.
    Plot twist - Some people play the game for their own entertainment, not to compete with the masses. Turbo hud made the game more enjoyable for people such as I, and now that it is gone it is time to move away from this game until things are made more enjoyable again. Hopefully blizzard will finally realize that players like options, such as ingame stats, and HUD's, instead of giving players absolutely no choice in the customization of the UI and what information is displayed.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Exploding Palm, Rimeheart & Furnace changes
    Quote from Angzt

    Bringing an opponent down to 10% health is irrelevant if it took days or months to kill them by conventional means before. You need to go down several more orders of magnitude to actually achieve anything. How many orders of magnitude, that is dependent on how much max HP they have.

    And making the threshold 100 Billion doesn't really change a lot either.

    Also, I read that BK's did 0.4% of monster health per second and assumed this was, like Furnance, affected by Elite damage but nothing else.

    The way I see these items is that at low greater rift lvls players are only doing like 100-200 million dps. The thing that makes these items overpowered is that the higher the rift lvl the more powerful they are. Now someone who was doing 100 million dps is now doing, 200, 300, 500 million dps thanks to these scaling items. What I am trying to say is if these items didn't exist if taking 10% life off a Rift Guardian takes 10 seconds, and you are now at a greater rift lvl where the health is doubled it should take 20 seconds to take off that 10% life. But right now that isn't true.

    Another way of saying it is that the first 10% of the rift guardians health should take you the same amount of time as the last 10%. Ignoring the rest of the greater rift, lets say you have 1 minute to finish off the rift guardian to go to the next level. That means you do 100% of the rift guardians health in 60 seconds. Let's say you kill the rift guardian in 30 seconds, that means your group is strong enough to kill a rift guardian with 2 times the health in 60 seconds. Well, because of these scaling items, this means you can actually kill a rift guardian with over 5 times the health in 60 seconds. To me that doesn't make sense, nor how the greater rifts should be designed or balanced.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Exploding Palm, Rimeheart & Furnace changes
    Quote from Angzt
    Quote from Speaker

    Why didn't you mention Bul'Kathos? You guys know it's doing billions of DPS due to the drain being % based.

    Using my numbers from before, 3 characters with Bul'Kathos Wedding Band and 50% Elite Damage, it would take more than 37 days to get the Rift Guardian below the 10 Billion HP.
    Sure, it does tons of damage but not enough to actually get anything low enough in a reasonable amount of time.

    I was talking about the OP, but you mention 10 billion as "manageable". Manageable to you is probably different than manageable to me. With a group that is doing 500 mil combined DPS, 10 billion only takes 20 seconds. 10 billion is nothing.

    Also, I did my own testing and calculations. From that I found that Bul'kathos does 0.5514% of the monsters current health per second, and isn't affected by any stats on your gear. Given that number it would take 126 seconds to bring any mob from 100% to under 50% health, whether the mob has 1 million health or 100 trillion health, and that is with only 1 source of dmg from 1 player. The whole point of greater rifts is that scaling it higher is supposed to make it harder, but then we have these items that scale at the same speed of greater rifts, completely negating the scaling of the greater rift altogether. Not to mention that healing was buffed this patch and was supposed to become a meaningful stat on gear. How can that be when the healing from Bul'kathos becomes the only healing that you need? It negates healing as a stat completely.

    Anyway, to me the percentages matter, not the numbers. It doesn't matter how long it would take to bring a monster to 10 million health. To 10% health makes more sense to me because that is the point of greater rifts, When a single item does more DPS, passively, than the rest of your dmg combined, that is the definition of overpowered.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Why is Dodge terrible?
    Quote from Radglad

    Every fully leg'd out DH has at least 55% dodge in addition to being ranged and having supreme mobility of the gods. If you're not asleep, any hits you do take usually miss
    Wrong, Fully Legendary DH here, 7196 dex and only 33.2% dodge.

    As for the topic dodge is absolutely garbage because more than half the damage in the game cannot be dodged. You can't dodge molten, plagued, poison enchanted, desecration, poison clouds (ie ghom), soul siphon (ghosts). I don't think you can dodge lightning storm either. I don't think you can dodge any sort of charge abilities, knockbacks, stuns, etc, So many things that you cannot dodge, it really is a useless stat and the main reason why demon hunters can have tons of toughness and still be incredibly squishy.
    Posted in: Monk: The Inner Sanctuary
  • 1

    posted a message on What's more important, damage or toughness??
    Quote from Jaetch

    I'll take 95% damage reduction and 1 million toughness over 80% damage reduction and 2 million toughness any day.
    I disagree. Toughness is a fine stat for a ranged class who is supposed to be avoiding damage anyway. Having more toughness will keep you alive longer than not having it. The only case where this isn't true is if you are stacking a lot of +healing. If that is the case you are right, pure mitigation will probably suit you better. But with my character I find the +healing stats to be rather weak. A larger health pool means larger heals from potions and health globes are more than enough to keep me alive even in the higher torment levels (torment 5 is where I like to play). I tend to go for the higher toughness, and only favor +healing if I'm getting a lot more than the value that I would get from the toughness.

    @deleo
    Toughness is going to give you a higher chance to survive a hit from one of those guys over pure mitigation.

    Edit: I was mixing EHP and Toughness up in my head. In actuality you want a higher EHP, since toughness includes dodge. But still, EHP is more important than pure damage reduction, imo. For a wizard this isn't too big a deal since I don't think you will be equipping gear with dexterity on it.
    Posted in: Wizard: The Ancient Repositories
  • 1

    posted a message on What's more important, damage or toughness??
    The answer is, of course, a happy medium. If you are dying get more toughness. If you are not, get more damage. If you are killing things too quickly/easily increase the torment level. And again, if you are dying get more toughness, etc. etc.

    I like to keep all the items I find with an increase in either toughness or damage, and swap them on according to the situation.
    Posted in: Wizard: The Ancient Repositories
  • 1

    posted a message on How many people play Diablo 3 on Windows 8?
    I've been playing diablo 3 since release on windows 8. I'm still using an beta version of windows 8 and it works fine. Once that runs out I'm going to download the full version. It works completely fine, and despite what people tell you windows 8 is a great operating system. You just gotta know the tricks and shortcuts. People who hate it haven't given it a chance. Windows 8 has everything that windows 7 had and more.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on DiabloCraft - Character Planner Spreadsheet
    Hello, I just completed an Excel spreadsheet that I have been working on that calculates and displays your character's dps, its damage reduction, its effective health, and various other information. It is very great tool for comparing everything from a single piece of gear, to a whole set of gear. It allows you to see how much you are gaining or losing from whether or not you have a certain buff or passive. The best part is that it is very simple to use.

    Here are the steps:
    1. Go to the Inputs tab.
    2. Put in your characters level.
    3. Use the dropdown menus to change classes, damage types, and weapon types.
    4. You may also enter passives and buffs that you may have.
    5. Go to the Stats tab and enter your stats.
    Displayed below is all the information about your character.

    A few dps bugs still need to be worked out. Due to Blizzard's rounding it can be off by about 0.1% of what is shown in game. I'm still working out what will work in all situations.

    Here is some information about the Stats tab:

    -My character's stats are already entered as an example. All you have to do is empty the boxes and then start entering your own stats.

    -Nothing needs to be changed in the first row that is labeled "Base w/ Passives & Buffs". All base stats are updated according to your class, and your other various inputs.

    Here is some information about the Active and Passive skills in the Inputs tab:

    -The Active Skills drop down boxes only include the runes that are calculated by the spreadsheet. "No Rune" means it is only calculating the base effect of the skill.

    -Uncolored skills in the inputs tab are only applied to that class. For example, the Barbarian passive Ruthless will only be calculated if your class is set to Barbarian.

    -Skills that have an orange color will be applied to all classes. For example, this allows a Wizard to enter War Cry if he has a Barbarian buffing him.

    -Aqua colored boxes are also applied to all classes. These are considered debuffs. For example, if you have Threatening Shout active you will receive an additional 20% damage reduction under the debuff bonuses box in the stats tab.

    I uploaded the file to File Dropper because Diablofans won't allow me to add an excel sheet as an attachment. Just go to the link below and download the sheet.

    http://www.filedropper.com/diablocraft101_1

    Credits:
    I would like to thank Edimasta for allowing me to use his calculations for the Demon Hunter's Sharpshooter Passive.
    Posted in: Theorycrafting and Analysis
  • 1

    posted a message on Option 4 Modified
    Quote from Turtel

    Quote from Wakka9000

    This is nice, but if they dicide to implement solution 4 as it is now, i will be happy. Just becouse it kills MF swap without hurting normal players.


    why are players that swap hurting other players and why are they not normal? please explain

    Let's try not to derail the thread please, and thanks guys for the support.
    Posted in: Diablo III General Discussion
  • 20

    posted a message on Option 4 Modified
    Personally I'm not really sure I like the idea of changing mf, but Blizzard seems intent on changing it anyway. So if changing MF is the only option then here is my personal solution. I like option 4 the best, but it has too many downsides, such as swapping a regular non-mf piece of gear and being penalized for 3 minutes. So here is my proposal. Make it so only when you equip an item that increases your mf you are penalized for 3 minutes, and remove the part where your mf drops to 0% for the 3 minutes. Here are a few examples:

    Your total mf is currently 100%.
    Take off an item with 15% mf on it.
    Exactly what you expect to happen happens. Your mf drops to 85%.
    Now you are at 85% mf.
    MF was not increased and no penalization was incurred.

    Now put back on item with 15% mf on it.
    Your mf remains at 85% for 3 minutes.
    3 minutes later you are back at 100% mf.
    You switched an item that increased your mf, and are penalized for 3 minutes.

    Now you are at 100% mf.
    Switch 15% mf gloves for gloves with 10% mf.
    Your mf drops to 95% without having to wait 3 minutes.
    Your mf was not increased and no penalization was incurred.

    This modified option 4 will basically minimize any negative secondary affects that may impair your gameplay due to the mf changes. Please comment and state whether or not you like this change and discuss why. Thanks.
    Posted in: Diablo III General Discussion
  • To post a comment, please or register a new account.