Get an Epic Experience with Premium
• Posting here = qualifies for HotS beta?
(correct me if I'm wrong.)
Posted in: News & Announcements
• posted a message on Old Post Comments
Posting here = qualifies for HotS beta?
(correct me if I'm wrong.)
Posted in: General Discussion
• posted a message on n-Depth look at Hungering Arrow
As I've been having a long painful period of time trying to figure out which hungering arrow is better and I am skilled in mathematics and computer coding, I eventually got tired of the whole matter instead of looking information I compiled it all for computer to calculate. I also realised that my intuition than told me around 30% critical hit chance switch over Spray of Teeth might've been slightly wrong...

I'll simply post the source code here (c++) compile it to see what arrow type is the best for your gear. As it runs through the sum formula rather than the pen-paper solutions that there has been 3 pages of speculation, it's fairly efficient and there is no error created by pen paper napkin mathematics.

The following values are constants:

Hungering arrow (no rune) 176.92
Cindering arrow (as the dot stacks): 230.77 (note 70% ch spray of teeth is on par)
Puncturing arrow: 230
Devouring arrow (five pierce cap): 275.97
Scatter Arrow 1 target 176.92
Scatter Arrow 2 targets 362.69
Scatter Arrow 3+ targets 486.54
Spray of teeth 176.9 0% ch
Spray of teeth 184.6 10% ch
Spray of teeth 196.2 25% ch
Spray of teeth 215.4 50% ch
Spray of teeth 234.6 75% ch
Spray of teeth 253.8 100% ch
And forexample with 40% ch and 3 enemies in same cluster: 269.2
The followed values above are all average wep % dmg on use.

#Things to note: part of cindering arrow's dmg is lost if mob dies to any other source but the DoT final tick, such it'd not be recomended other than either long fights or boss fights.
#Devouring arrow pierce stacks after 5 succesful pierce, and each additional pierce will behave like 5 pierces had been occured. This holds true even in the event that something got messed up in RNG and it'd pierce same target 1000000 times.
#I've updated scatter arrow, as it's puncture mechanics are following: main arrow can scatter and from the 3 arrows generated from scatter, only the 'main arrow' out of those three can scatter again recreating another 3 arrows. The extra 2 arrows cant hit same main target. With only 3 targets there is possibility that 1 arrow is wasted.
#I've modified the source code slightly as with devouring arrow, I accidentally inserted the formula's first pierce behave, as if no bonus damage is multiplied. Distorting the final result. (sorry) Also I increased the ammount of numbers in the output before rounding them up, so it's currently 5 first numbers that are being showed. <Iomanip> and setprecision(n) define this. Changing n, will change the ammount of numbers shown in output. For accurate results for D3 side, only 2 decimals are needed.

#Thirdly I release all rights to alter and modify the source code and claim no ownership to it as long as it's general contents don't change. IF you use it on something else than Diablo 3 theorycraft, then it's stealing! Also claiming your own ownership as this one is freely distributed is also stealing as the code is made for public distribution. Feel free to go over the maths on your own computer and use it only for DH theorycraft, not as core structure for some other program of yours. This stated, you are completely legal to make changes to it as long as it's purpose doesn't change. :3

Source code here:
```#include <math.h>
#include <iostream>
#include <iomanip>
using namespace std;
int main(int argc, const char* argv[]){
double crit;
double enemy;
cout << "Give critical hit on 2 decimal accuracy" << endl;
cin  >>crit;
cout << "How many enemies are on a cluster?" <<endl;
cin  >>enemy;
if(enemy < 1){ enemy = 1;}
double y;
double x = 0;
while(x != 500){
y =y+(115*pow(0.35,x));
x++;
}
cout <<"Hungering arrow, No rune " << setprecision (5) <<y <<endl;
y = 0;
x = 0;
while(x != 500){
y =y+((115+35)*pow(0.35,x));
x++;
}
cout <<"Hungering arrow, Cindering arrow " << setprecision (5) <<y <<endl;
y = 0;
x = 0;
while(x != 500){ // Spray of teeth
y =y+((115+((crit*0.5)*enemy))*pow(0.35,x));
x++;
}
cout << "Hungering arrow, Spray of teeth: " << setprecision (5) <<y  <<endl;
y = 0;
x = 0;
while(x != 500){
y = y+((115)*pow(0.5,x));
x++;
}
cout << "Hungering arrow, Puncturing arrow: " <<setprecision (5) <<y <<endl;
y = 0;
x = 0;
while(x !=500){ // Devouring arrow.
if(x<6){
y = y+((115)*pow(0.35,x))*pow(1.7,x);
x++;
}
else{ // Devouring arrow caps after 5 succesful pierces.
y=y+((115)*pow(0.35,x))*pow(1.7,5);
x++;
}
}
cout << "Hungering arrow, Devouring arrow: " <<setprecision (5) << y<< endl;
x = 1;
y = 115;
while(x != 500){
if(enemy==1){
y = y+((115)*pow(0.35,x));  // 1 of the arrow can pierce again.
x++;
}
if(enemy==2){
y = y+((230)*(pow(0.35,x)*2));  // 1 of the arrow can pierce again.
x++;
}
if(enemy>2){
y = y+((345)*(pow(0.35,x)*2));  // 1 of the arrow can pierce again.
x++;
}
}
cout <<"Hungering arrow, Scattering arrow: " <<setprecision (5) << y<<endl;

return 0;
}```
Posted in: Demon Hunter: The Dreadlands
• posted a message on Rate the Demon Hunter above you
Quote from baron01

Quote from Kitsunebi

http://eu.battle.net...749/hero/140327
(Currently experimenting MP2 for maximum gain as MP1 was too trivial. MP2 however seems just as trivial so I'm considering moving to MP3 with the build and swap ferrets to bat or keep them as ferret if MP3 was still a cake-walk.)
There is no way you can do MP2, let alone MP3, anywhere close to being efficient. Yes, the game has little challenge now but lack of issues in clearing any given MP level should not be confused with efficiency. You will do yourself a favor to stick to MP0 in Act3 or MP1 anywhere else when it comes to farming efficiency. You will get the most EXP or loot per hour.

For reference, I have 251k DPS and still run MP1 and occasionally switch to MP2-3 to change the pace. I farm keys on MP5 and do bosses on MP6 or 7, depending on who from my friends is joining.

At this moment I have to question your build since with effort I can run trap build @mp 6 and speed farm that with vety little time in comparsion to multishot build to mp2 (1 shot trash, 15~30 SEC elites) Out of my standard deviations mp 9 was still somewhat viable but too time consuming. Regardless about me as a player. I played inferno through as pretty much "extreme purist" mode, I didint have time to findout about SS due to the progress rate but as a player of one hit one kill Japanese bullet hell player that didint even bother me. I killed Diablo in inferno as absolute purist without SS and before world first barbarian Diablo solo. So yeah... AH was useless when I played the game for first time due to the bugs and errors. (total playtime of 130 hours to hit the feat but work prevented from doing it in 1 week span)

With that 250k dps Id run mp10 with a trap build, simply due despite mp8-9 would be speed running gaining the extra drop mainly from big trash packs is too big of a bonus.

PS. Regarding to survivality, I love the fact I take 3-5 hits. Even living through 2-3 hits in my opinion is too easy. The games difficulty was removed at the inferno nerfs that blizzard promised would never come and reason that made me take 4 months break from the game upon reading about. Most of the players in here would still be stuck with their DHs, if those nerfs hadn't come as avoiding everything while you try & dmg is hard for some... And then there are those purists that try to simulate to themselves how the game used to be.

(and right now hellfire ring lack is just matter of bad luck ran it 6 times on mp8 with a friend of mine 2 dhs act 4 for recipe and no drop despite the 80% chance.. At one point I also used an old farming route in act 4 to run 5 NV stacks with several delegations in mp 2 and god of rng still decides you shall not have it, so yeah I gave up.)
Posted in: Demon Hunter: The Dreadlands
• posted a message on Rate the Demon Hunter above you
Okey, nothing really about the gear but the build. But for skills:
Use either rocket storm or Drifting Shadow, if you want to use that no-brainer build. However multishot builds are generally more effective as they let you take +1 extra mp compared to strafe builds in speed-clears. Ofcourse you need to play with them but they are more effective.

http://eu.battle.net/d3/en/profile/Kitsunebi-2749/hero/140327
(Currently experimenting MP2 for maximum gain as MP1 was too trivial. MP2 however seems just as trivial so I'm considering moving to MP3 with the build and swap ferrets to bat or keep them as ferret if MP3 was still a cake-walk.)
Posted in: Demon Hunter: The Dreadlands
• posted a message on How to Kill Inferno Shadow Clones with DH
Did it with rain of vengenace, you can propably do it like ~20k dps with the rain as long as you dont touch borders.
Posted in: Demon Hunter: The Dreadlands
• posted a message on Why do DH's prefer 2h bows over 1h xbows?
Roughly suprised that the differences weren't any bigger, based on the dexterity gap etc.

If you'd inflate both 1 handers and 2 handers to use +100% crit dmg sockets (BIS) and have all weapons give additional +60% critical strike damage even the huge dexterity & dps gap of the 2H crossbow would break and 1-handers would become the better weapon selection. Naturally that is a very expensive option, though that quiver you have there is not from the cheapest end, I could never imagine to afford that one.

If we reduce IAS etc. to sunder as they are identical to each other the flat base value of weapons you were comparing here were:
1125.8 *1794% = 20196,852
990.99 *1659% = 16440,5241

Hence the weapon difference that seemed to be minor of only ~8-10% is acctually in reality closer to ~15-20% gap.

As said previously by previous poster, I'm hunting the BIS dualwield weapon combination, the 2-handers have little intrest in me.
Posted in: Demon Hunter: The Dreadlands
• posted a message on Why do DH's prefer 2h bows over 1h xbows?
Did you remember to add +70% crit dmg @spread sheet for both of the 1handers. 1100 dps 2h xbow should not outdps my current weapon comp according to spreadsheets, so it seems more of a error on your side. I ran a breaking-point experiment and a 1100 dps 2h xbow is too little to shift the balance in the favor of the 2-hander.

Roughly: 2* socketed 900 dps 1h's are better than ~1150 bow / xbow, if bow/xbow dps go way beyond 1200, they'll shift over, assuming that you have crit dmg build. And as a side-note those 1150 bow/xbows they are not something you could easily afford gold-wise. Did the spreadsheet calculations with BIS perfect rolled quiver excluding crit chance, maxed dex and attack speed for the quiver in the sreadsheet.
Posted in: Demon Hunter: The Dreadlands
• posted a message on Why do DH's prefer 2h bows over 1h xbows?
1h potential stat roll VS BIS QUIVER::
+15% IAS Dualwield perk vs quiver:: -4%
~350 dexterity vs quiver:: +250
~+10% crit chance vs quiver:: +1.5%
~Socket Extra +100% critical strike damage vs quiver:: +100%
~Weapon roll +100% critical strike damage vs quiver:: +100%

So in the event of perfect BIS roll, bow needs to beat a combination of 350 dexterity, +200% increased critical strike damage, +10% critical strike chance, if we're assuming that the double xbows are identical. Regardless atm if you dont want to spend millions on weapons, the "cheap" 900-dps dualwield xbow set is more dmg output than roughly more expensive 1-1.1k blue xbows/bows in auction house.

ps: The top of the line 1h xbows, the reason why there doesnt seem to exsist those is just simply the fact that they get sold nearly instantly on almost every ludicrious price set on them, where as there doesnt seem to be close as much buying in the 2-handers.
Posted in: Demon Hunter: The Dreadlands
• posted a message on Izual Solo
I just zerged him, wiped few times when he didint do his aoe when he was supposed, but when he did it when saying his punchline it became trivial and a very easy kill. The boss seems to be a bit of frustrating RNG. >_

ps. get him to 20% and if the angels are dead, Tyrael can finnish him up even if you happened to die by some accidental RNG death.
Posted in: Demon Hunter: The Dreadlands