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    posted a message on Hit detection broken, dodging impossible
    Quote from Miraal

    Yeah this is really sad imo. Don't know how many times I have died on diablo when he swings his arm. Betting he is taking my soul and have it there and grips it or something. Only explanation I have!

    All high-damaging boss attacks are telegraphed so you can move out of them. If you are dying to boss melee then you shouldn't be in melee range.
    Posted in: Diablo III General Discussion
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    posted a message on Stuck in endless loop of downloading patch...
    Quote from grothesk

    Wow, you guys have been completely dominated by capitalistic culture. You are allowed to protest the status quo while still partaking in it. No wonder the government so easily holds people down. They could start taxing your oxygen intake and you guys would probably say, "oh, if you don't want to get taxed on breathing then just don't suck up all this precious air."

    Ahahaha. I'm sure the working class and labor heroes of the past would applaud your bold, and brave stance against capitalism.

    Oh wait, you're not fighting against capitalism - you're just complaining because you feel entitled because a product isn't being made explicitly to your ideals.

    I'm no corporate schill, but I think it is clear that an always-online D3 is a better game for it, even if it makes it difficult for some people to log on.
    Posted in: Diablo III General Discussion
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    posted a message on Holy Shit the BS is BS.
    Quote from Afro_DemonHunter

    Hey i Have about 400+ jars of subtle essence and I think it was rare tooths? I have about 75 of those as I didn't craft once in normal I was just doing it to do it i gues. Should I save these for later for hell or are they only worth while in normal? Does the bs only craft based on level? Or does it also depend on what quality materials you have?

    They serve no purpose in hell. How to help alleviate the gold shortage:
    1. Once you have enough crafting mats for a certain difficulty, sell all of your unwanted blues. I would go by the clevel requirement of the item: if it is less than 30, then you would get normal level materials from it. Generally you need the gold more than normal essences.

    2. Sell your rares on the gold AH. I've made 400k+ from doing that.

    You'll soon realize that pages and books are the real limit on what your artisans can do.
    Posted in: Diablo III General Discussion
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    posted a message on Natalya's set bonus is strange
    I'm willing to bet that it is regenerate less than one point of disclipline per second, and the site is just rounding down. Natural disc regen is 1/s, so this probably just takes it to 1.5, 1.8, or something like that per turn. Set bonuses cannot be ranges.
    Posted in: Diablo III General Discussion
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    posted a message on So me and 3 friends just finished Nightmare
    I got a legendary in act1 normal (the ice themed wizard source).

    No one else that I know has seen one.

    Quote from Simca

    Finding set items and legendaries is a lot of luck unless you're stacking MF.

    That said, I'm consistently getting 2 rares and 3 blues from bosses in Normal as a group of 3.

    In normal difficulty you get a few automatic rares for killing each main boss (SK, Aranae, etc.). That is not the case in nightmare and moving forward - you're only guaranteed a few blues.
    Posted in: Diablo III General Discussion
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    posted a message on (Recap) Diablo III - Magic Find
    Quote from Bubbletrance

    Quote from Frankieheart

    "The Magic Find attribute can be found on any weapon or armor"

    This is incorrect as not a single weapon in the beta had magic find or gold find on it.

    Quote from Frankieheart

    Ah you are right for all intensive purposes really
    lol when people trying to sound smart... You're wrong about MF on weapons, and you're wrong about "intensive purposes". The saying is "intents and purposes". And it doesn't apply, because the original statement is 100% correct in all circumstances.

    He's not wrong about weapons (although possibly by accident)....it is not an affix that is available on blue/yellow weapons. Some unique and set weapons have it, but in general it is an armor only thing.
    Posted in: Diablo III General Discussion
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    posted a message on (Spoiler) Diablo III - Legendary Items
    Quote from Riesza

    D2 had a lot more uniques. And because D2 worked differently, half of the seemingly lower level uniques were still useful at "max" level. That's not the case in D3. 1-2 60 legendaries is a joke and this better not be all of them.

    D2C did not have more uniques. And it had way way fewer set items than D3 does.
    Your claim that half of the lower level uniques were useful at max level is utterly insane. Almost NONE of the D2 uniques were useful. In D2C, maybe 7 or 8 of the uniques were good in endgame, total. In LoD, maybe 40 or 45. Most were utter, utter garbage.
    Posted in: Diablo III General Discussion
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    posted a message on (Spoiler) Diablo III - Set Items
    I initially posted this on diabloinc, but I figured I should cross-post it here:

    Struggling to kill a few minutes before the launch, I figured I might as well rank all of the class-unique set items. This is utterly pointless without seeing the actual values of the items and the affixes, but we can at least talk about how good the guaranteed affixes are. But mainly this was just because I wanted an excuse to look at all of the set item spoilers, and I wanted to kill some time. So save your "tl;dr" or "things might be different from the guide!" or "without real numbers this is the most pointless thing ever done" posts. Because, yeah, I know.

    Each class has both a 2 piece and a 5 piece set designed for them, so let's look at both.

    Barb:

    Bul-Kathos' Children (2p)
    BK's Charge - 1h mighty weapon - 6/10. 3 of the affixes are great - holy damage, attack speed, crit damage. Knockback is iffy on a barb though. Maybe sometimes when you're overwhelmed you'd want it, but it seems like the worst CC chance on hit ability for a melee character.
    BK's Guardian - 1h mighty weapon - 7/10. All 4 are good damage affixes this time (although I'm not sure how good Bleed is). If the random affix is a damage% increasing, then it would be amazing.
    2p set bonus: max fury increase. 5/10. Increased resource is always good, but fury seems like the least relevant one to increase the max size of, since you always start off with 0. You still have to do x number of fury generators for each fury spender...but it does let you build more fury off of normal mobs to store for use against elites.

    Immortal Kings (5p)
    Will - helm - 7/10. +socket is VERY good in a helm, because helm sockets are much more powerful than any other kind. Magic find and damage reduction are also excellent. Gold find? Eh, maybe.
    Crusher - 2h mighty weapon - 9/10. Damage vs. demons i love because that is a unique affix (not available on random items), and will probably be great for acts 3/4. Attack speed, barb skill increase are great. Min/max damage is good, but not as good as the elemental damage increases. And it has 6 affixes total, while almost all the rest of these set items only have 5. Indestructible is a wasted affix slot though.
    Soul cage - chest armor - 6/10. Vit, damage reduction, and +all resistances are great (tanky barbs will love this set). Life regen I am not a fan of - even the max level of life regen affix doesn't seem big enough to make a difference for inferno health pools.
    Detail - barb mighty belt - 8/10. Life, str, all resists, and a barb skill. High score only if the barb skill "increase" is a good one.
    Forge - gloves - 6/10. Stun on hit is great, and str is good (why it is str/dex is weird, I guess you get a bonus few hundredths of a percent of dodge chance). Melee resistance is fine, but more life regen.
    Pillar - boots - 6?/10. Game guide is missing one of the guaranteed affixes. Magic find and vit are good. CC reduction might be very good, or it might be an affix only PVPers will want. Hard to say.
    Set bonuses - 3/10. They're mostly defensive - 2p is +resists, 3p is (more) melee resist, and 5p is +max fury and +life per fury spent. I really hate the life per resource spent type of affixes.

    DH - Danetta's Oath (2p)
    Rage - hand xbow - 8/10. Max disc and dam vs demons are both unique affixes I love. life steal and min/max damage are both great too.
    Fury - hand xbow - 7/10. dam vs. undead is unique, but not as good as dam vs demons I suspect. Dex, min/max damage, and hatred regen are all great.
    Set bonus - 8/10. Damage vs. elite AND dex - I love both of these.

    Natalya's - 5p (apparently the gear of a famous assassin now helps demon hunters too)
    Gaze - helm - 6/10. Fear on hit seems particularly good for DHs. Dex and damage reduction are fine. 2 randoms, where most of these set items have 1.
    Redemption - hand xbow - 10/10. Most of these set items have 5 affixes, when crafted and rares top out at 6...but this weapon has 6, and the 4 fixed ones - cold damage, damage, crit chance, and attack speed - are all ideal.
    Shadow - cloak - 8/10. 3 sockets, dex/vit, life, and a random DH skill? If the skill is good, this is a hard to beat set of affixes.
    Mark - ring - 8/10. On one hand, any legendary or set jewelry item is interesting to me, since you can't craft them. Armor set items that are mediocre can easily be replaced by crafted items, but you have to rely on drops for rings/ammys. And attack speed and dexterity rock. But 2 points off for life regen!
    Soul - boots - 8/10. +Movement speed and defensive as hell with +damage resist, damage reduction, +melee damage resist. Although +melee resist isn't as important for a DH as it would be for most other classes, since they seem built to slow and kite everything.
    Set bonus - 7/10. 2p - + crit chance. 3p - dexterity. 4p - increase discipline regen.

    Mage - Chandoto's Legacy (2p)
    Guardian - wand - 8/10. When you're using a fast 1hander like a wand you want +elemental damage above all else. This has +fire, +attack speed, and +int. Also arcane power on crit which is weaker but not bad.
    Seal - orb - 8/10 - +random wiz skill and +max arcane power are the real draws, life on hit and +life are great too.
    set bonus - 4/10. +resist all is decent but can be gotten elsewhere, and life regen is bleh.

    Tal Rasha's (5p)
    Eye - orb (I guess they took the orb out of the D2 staff) - 7/10. +wiz skill is exciting, the rest aren't.
    Horadric crest - Helm - 7/10. Magic find, damage reduction, Int.
    Guardianship - Chest armor - 9/10. Magic find, damage reduction, attack speed. Attack speed is notable because you usually can't get that on chests, and the set bonus makes it incredible in this set...
    Fine spun cloth - Barbarian Mighty belt (huh? ok, game guide...) - 7/10. Magic find, damage reduction, int. This set has a crazy amount of MF.
    Adjucation - amulet - 9/10. Not only is it a set jewelry item, but it comes with a random +elemental damage bonus on it, and int.
    Set bonus - 11/10. 2p - Fire damage. 3p - Cold damage. 4p - Lightning damage.
    Yes, this breaks the scale for me. Because +elemental damage bonuses get added to the base weapon damage before all damage calculations, they have a HUGE effect on your offensive output. Normally the only place you see flat +damage mods of any kind are on weapons and jewelry, so any time you can get those bonuses "elsewhere" on unique or set items, you are gaining offensive potential that rares can't match. And this gives you three sources of that! It remains to be seen what the values will look like, but unless they are extremely small, this is an utterly bonkers bonus. And since those modifiers get better the faster your attack speed is, this set - using a 1-hander (if you're using the orb) and attack speed on the armor - REALLY takes advantage of them. Combined with all the magic find, this set is a real eye-opener.

    Monk - Shenlong's defense (2p)
    Endless Wave - Fist weapon - 8/10. Fast one handers want elemental damage and +attack speed, and this has both along with spirit regen. I think spirit regen is the best of all resource generating mods, since the monk tends to feel the most resource starved of all the classes.
    Crashing Tide - Fist Weapon - 7/10 More lightning damage - yay! Life gain per spirit spent - boo!
    Bonus - 7/10. Dex and spirit regen are both solid

    Inna's Majesty (5p)
    Splendor - Spirit stone (helm) - 9.5/10. +damage is NOT something you normally can find on helms, so I love it. Spirit regen, +random monk skill, and damage resistance as well? I want to give it a 10/10, but it only has 5 affixes....but I really can't see a rare helm ever being better than this.
    Justice - 2h staff - 9/10. +min/max damage isn't as good as +elemental damage (at least from the affix tables), but adding dex, attack speed, and ANOTHER +skill to it makes this weapon rock.
    Refuge - chest armor - 8/10. +res, damage reduction, magic find...solid stuff.
    Blessing - belt - 9?/10. The question mark is because I don't know what "bonus holy damage" means. Does that mean that all holy damage is increased by X%?? (We see "bonus elemental damage" on 3 unique items, and on a few set items...but it is a VERY rare wording) Or is the game guide just phrasing +holy damage in an odd way? Either way that is amazing.
    Glory - pants - 9/10. Attack speed and Movement speed are both not normally found on pants.
    Set bonus - 5/10. 2p - Dexterity. 3p - Spirit regen. 4p - Life per spirit spent. The set bonuses here are total after thoughts, but the items themselves are so very good.

    WD - Manajuma's Ritual (2p)
    Cutter - ceremonial dagger - 9/10. Poison damage, int, and life steal are good...but magic find on a weapon gets bonus points since you can't normally get it.
    Prize - Mojo - 8/10. Fear on hit is great for a WD, and it has a +skill. Is max mana good for a WD? Maybe if there is enough of it.
    Set bonus - 6/10. Int is fine, but I don't like the mana gained per kill. Per Kill bonuses don't scale well with groups, and aren't nearly as good as per hit ones.

    Zunimassa's spirit (5p)
    Attunement - Voodoo mask - 7/10. Fear on hit and +skill
    Ferocity - chest armor - 7/10. Int/vit AND intelligence boost - don't see a lot of double primary stat boosts.
    Mojo - 9/10. A +skill and damage vs. elite, and this has 6 total affixes to boot.
    Plague - Ring - 7/10. Resist all and Int. While I tend to like unique/set jewelry as explained above, this doesn't do anything standard rings can't do.
    Journey - boots - 9.5/10. These, on the other hand, do a few unique things: +Poison damage and +attack speed.
    Set bonus - 6/10. Mana per kill again. Maybe the Tal Rasha's bonus has ruined my expectations, but the 4-piece bonus of the other classes is always terrible, except maybe for the DH's discipline regen.
    Posted in: Diablo III General Discussion
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    posted a message on (Spoiler) Diablo III - Item Affixes
    Some errors in this list: a lot of things are flat numbers that you represent as percentage. Like elemental damage - an item with "from the Beyond" adds 143-667 arcane damage to the weapon, it is not 143-667%.
    Posted in: Diablo III General Discussion
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    posted a message on Ethereal Items?
    Quote from Gekkeloko

    Quote from SwissyChief

    Thank god. I hated those items. You see a gold drop, you're all excited... Oh it's ethereal... Great. You ID it, it's the item you need with super stats... Oh yeah, I forgot, it's ethereal.

    Zod


    Nuff said.

    KNEEL BEFORE ZOD DUPES
    Posted in: Diablo III General Discussion
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    posted a message on Which character has the weakest & best group potential?
    Quote from Miltiadhs1989

    i chose WD.Simply put,he can use AOE fear and can turn enemies against each other,do numerous of hexxes and slows so...yeah...there is my point

    I doubt you'll want to be AOE fearing when in a party nearly as much as you would when solo. I think the WD has better party support than the Wizard or DH clearly, but isn't in the same league as the Barb or the Monk.
    Posted in: Diablo III General Discussion
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    posted a message on DiabloProgress - Soon
    Quote from Beechsack

    1. BOOOO to GearScore in Diablo.

    Hi palm, meet face!
    Posted in: Diablo III General Discussion
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    posted a message on SK Inferno stats compared to enrage timer
    Quote from Raptorbonz42

    If you watch the Barb video (with that cool monster) he is geared up in about 48-50 gear and has a DPS of about 1500. That means that with basic 'quake he will do 3,000,000 damage and best bash will do ~2,700 damage (stacked punish) before Armor/DR. Just some perspective.

    Two small things:
    As fun as 3 million damage would be, 2000% weapon damage means you multiply weapon damage by 20, not 2000 ;-)
    Also you're multiplying weapon damage, not the "DPS" number. Weapon damage could be higher than 1500 if he's using a 2 handed mace (the slowest weapon in the game, they do .9 attacks/second), but if it is something faster you'll be dividing that 1500 amount by 1.1 or 1.2 or something.
    Posted in: Diablo III General Discussion
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    posted a message on SK Inferno stats
    If you have to farm gear in Act4 hell for a long time before moving onto Act1 Inferno, and so on with each act...that is a very, very GOOD thing.

    Everyone complaining about how they imagine game play will be like because they saw one big number: settle the hell down, and hold off on the whining until you've actually played it.
    Posted in: Diablo III General Discussion
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    posted a message on SK Inferno stats
    Quote from Antirepublican

    The DH has no real CC or stuns.
    She also has low armor, and no added resistances.

    What happens when she fights a champion group with say blink?
    I saw one mob in the guide that hit for 26k.
    http://media.diablof...de/IMG_0101.jpg

    When they blink, you are likely going to take one hit even if you run away instantly.
    She could probably take one hit, but how would she take the 2nd. What if both mobs blinked at the same time and hit her?
    We are talking instagib.

    As a dual hand crossbow wielding DH will be one of the fastest attackers, I imagine that items that have a chance to knockback/stun/freeze/blind on hit will be a large part of the DH's arsenal (and those are all mods that appear on armor). Her set and legendary items will probably have similar or more powerful effects....as the DH is best at slowing and then creating space between her and the enemies, that makes her the best at exploiting those on hit procs.
    Posted in: Diablo III General Discussion
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