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    posted a message on Restored Items in TW Region Now BoA, Revised Fan Made Battle.net Screens, Blue Posts, Poll: Favourite Act IV Environment, HotS B
    I love the "small caves" type in heaven you find in act IV.
    Posted in: News & Announcements
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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
    I like holiday event, sad that we won't have the frozen hell for xmas in D3 :(
    Posted in: News & Announcements
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    posted a message on Diablo 3 Fast Paragon Leveling - Tip / Trick
    To those farming Act 1, I suggest you add the watch tower dungeon on the western border of Northern Highland to your run. This dungeon is small and full of elites / champions. Takes less than 1min to check if the dungeon spawned.
    Posted in: Diablo III General Discussion
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    posted a message on Plvl 8, no legends or set drops
    Farming A3 inferno with 180% magic find with nephalem buff, didn't find any legendary / set / good rare.

    By the way, is it normal that about 1/10 rare drop is a ilvl 61+? Most of the drops are ilvl 53-60.
    Posted in: Diablo III General Discussion
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    posted a message on I don't understand why people think the skill system is butchered...
    I think the people that whine about the lack of a skill tree are the people that can't think by theirselves. They are given the chance to be effective at this game without having to look on forums, the chance to play AND have fun at the same time, but all they want is someone else to figure out for them how they should play.

    I've always been the type to try new innovative builds that were FUN to play for me (in WoW, D2 and other games). We are given the chance to try different builds without having to level a new character, and people are not happy.

    I think no matter what blizz do, there will always be people to say they don't like it, no matter how great of an idea it is.
    Posted in: Diablo III General Discussion
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    posted a message on Interesting Text from blue post
    If I remember well, it's the fallen angel in act 4 of D2, forgot its name.
    Posted in: Diablo III General Discussion
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    posted a message on Why did Blizz ruin Diablo by limiting it to 4 players per game?
    Nice thread, you sure bring some arguments to the table. [/sarcasm]

    Personnaly, I think it is a very good change, considering what other people said in this thread, and that blizz wants people to work as a team in the later difficulty levels. The more people you have in a team, the harder it is to organize, and you'd either fight mobs or spend your time looting while the others fight.
    Posted in: General Discussion (non-Diablo)
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    posted a message on skills that do % of weapon damage
    Your weapon dmg is a random number generated on a swing in between the min and max dmg on your weapon. Attributes that increases your dmg is then factored, and it gives you the "weapon dmg" number, on which is calculated the dmg of your skill.

    ex: you are a barbarian, and you do a Hammer of the Ancient. You have a 2h axe that has 11min dmg and 17 max dmg. A random number is then generated in between 11 and 17, let's say 15. Then your strenght increases this dmg to 25. Hammer of the Ancients does 200% weapon dmg, so 25 x 200% = 50 dmg.

    In this case, if you were dual-wielding, Hammer of the Ancient counts weapon dmg on your main hand weapon. Cleave alternate hands, so one time if counts it on main hand, the other on off-hand.

    Attack speed is not factored at all in weapon dmg, but is for DPS (Damage Per Second). Attack speed will not increase the dmg of your Hammer of the Ancients, but will enable you to spam it faster.
    Posted in: Diablo III General Discussion
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    posted a message on RRROOARRR
    Quote from Aerisot

    Why is no one questioning the size of the Rhino?

    I'm questionning the size of the man.
    Posted in: Off-Topic
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    posted a message on Fastest way to get max level
    Quote from xRyudo

    How does the +x exp work anyway on gears?

    It's not all that big right? I mean in the game it says +1 experience per monster killed, but if a monster only gives 10 exp, it won't make a huge difference if you get 11 exp instead. Or even 50 exp and then obtaining 51.

    Unless the bonus applies differently?

    I got myself a +58 exp on monster kill in beta. So if a kill normaly grants 10 exp, you get 68, that's huge, especially in public games where you mow through mobs
    Posted in: Diablo III General Discussion
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    posted a message on Fastest way to get max level
    in patch 16 I got my 5 chars to lvl 13 in a day. First 2 took longer, but last 3 with a set of +58 exp on monster kill, took these 3 char 2 hours and a half each to get them to 13. I'm sure it could be done even faster.
    Posted in: Diablo III General Discussion
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    posted a message on Best Damage Reduction Build in the world
    Quote from Nivius

    damage taken -50% on 3 items will give following result:
    100% * 50% = 50%
    50% * 50% = 25%
    25% * 50% = 12.5%

    but the order of how its calculated we don't know yet, its different if you count a 30% first or a 50% first, so this is something we will see once the game is out.

    The order doesn't matter, if you take the formula Ialgo posted "(1-.25)*(1-.20)*(1-.10) = .54", you can switch around the order the dmg reduction is applied, it won't change the result, as long as it is a % dmg reduction.

    The order will matter between % dmg reduction and flat dmg reduction, flat giving more benefit if it is calculated after the %.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Best Damage Reduction Build in the world

    Quote from Thatyrael


    Lets see....multipicative?? Hmm lets see... 1.25x1.20x1.10=1.65
    Wow!! 65% Damage reduction,not 55!!
    Thanks for pointing out, you made my day better!!

    Not sure if my maths are right, but by "multiplicative", I think it should be calculated like this:

    You receive 100 dmg. You first cut 25% of it, makes it 75.
    Out of 75, you cut 20%, makes it 60.
    Out of 60, you cut 10%, makes it 54.
    You reduced 46 / 100 dmg, which is in fact 46% reduction instead of 55%. The order in which the % are applied doesn't change the ending result.

    I could be wrong, but I think it is how it's calculated (You could add Armor dmg reduction to that also).

    My calculation methods are based on formulas used on many websites and in battle.net forums.
    But lets assume the worst of the worst and assume that this combo reduces damage by 40%.
    But we still have that innate 30% damage reduction,so i think it is still The Best Damage Reduction Build in The World!!!

    I agree it is a really nice dmg reduction build, but as you can see, the more multiplier you add, the less effective they are.

    If you add the 30% innate melee dmg reduction to the 54 remaining dmg, it reduces dmg by 16,2. From the original 100 dmg, it is only a 16,2% dmg reduction. This is what is called "diminishing return", which means the more you add, the less effective it is.

    Your build will make you quite tanky, no one will say otherwise. But in a game where killing also factors in dmg reduction (the faster you kill, the less dmg you take), you will hit a certain point where adding dmg to your build will be alot more effective than adding another dmg reduction. This part could be calculated with Excel (with flat values on dmg done, dmg taken, life of monster your are fighting, ...), but it will be more something that people will "feel" in the game.

    Anyway, you're on to something good in your build, I'm pretty sure it will work well in game as long as you balance well your dmg reduction and dmg output.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Best Damage Reduction Build in the world

    Lets see....multipicative?? Hmm lets see... 1.25x1.20x1.10=1.65
    Wow!! 65% Damage reduction,not 55!!
    Thanks for pointing out, you made my day better!!

    Not sure if my maths are right, but by "multiplicative", I think it should be calculated like this:

    You receive 100 dmg. You first cut 25% of it, makes it 75.
    Out of 75, you cut 20%, makes it 60.
    Out of 60, you cut 10%, makes it 54.
    You reduced 46 / 100 dmg, which is in fact 46% reduction instead of 55%. The order in which the % are applied doesn't change the ending result.

    I could be wrong, but I think it is how it's calculated (You could add Armor dmg reduction to that also).
    Posted in: Monk: The Inner Sanctuary
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    posted a message on +Exp on monster kill
    I'm not sure if this has been discussed before, but I'll start a thread to get some comments about the subject.

    I just got in the latest beta wave invite, and abused of it in a day (beta overachiever). My first 2 characters were really slow to get to lvl 13, but then I started stacking +Exp on monster kill. Got a set of about +58 exp on monster kill, then getting to lvl 13 took about half time to reach.

    +Exp on monster kill is a nice stat on gear, but it's sure not a "dps" stats that helps you clear monsters faster.

    I'm wondering what you guys think, would it be worth it to stack +Exp on monster kill or would it level as fast with dps gears to clear content faster?
    Posted in: Theorycrafting and Analysis
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