4/7/2013 8:01:41 PM
Hi Tokio!Posted in: Monk: The Inner Sanctuary
11/13/2012 5:32:26 PM
Posted in: Diablo III General Discussion
It varies a little depending on the gear configuration I use (for instance, when farming, I might give up as much as 30k dps to get 28 radius), but here you go:
11/13/2012 3:40:22 PM
Posted in: Diablo III General Discussion
Ok, and between MP6 and MP10? Because, barring you have the best gear I've ever seen, there is a breaking point for you where the next level up is not beneficial. For some people the difference between MP0 and MP4 is negligible because they overkill at MP0 and still one shot at MP4. But for that same person, they are just barely one-shotting MP4 mobs. And now that same person goes to MP8 . . . now there is a difference -- kill time has gone up much faster than xp/mf bonus. Sounds like your breaking point is higher than 95+% of the population, congratulations on that, but it is still there.
Also, you already agreed with me. No takebacks!!
To be honest, I think we agree on most everything. I don't believe that solo, it will be ever efficient, even with the best gear in the game (let's just say, DiabloProgress #1 HeroScore, for simplicity) to play MP9 or 10.
In groups, it's a little different; you can usually go 1-2 MP higher while still demolishing mobs, because their HP scales only 75%, while group damage scales more than 100%. By the latter, I am referring to stacking buffs -- for example, two monks will get you 8% ASI and 48% damage; WD will get you voodoo; wiz will give you ASI bubble; DH will give you MOD, etc.
Put another way, my buffed damage goes through the roof in a group with great buffs, and our buffs complement each others', thereby allowing us to sneak in an extra MP or so (and offsetting the loss of a follower).
11/13/2012 12:59:38 PM
Posted in: Diablo III General DiscussionQuote from NubtroTalys I´d like to know what you consider a "full clear" (areas) and how long it takes you to do such a run (solo). Wondering because I do almost full a3 clears (minus skycrown and) on higher MPs (most often 6) and 5 was the max number of legendaries I got in one run, like ever (well, twice lol). Most of the time, it´s 0-2. It´s not like you have more MF when we´re both maxed out.
Agreeing with most of your points as MF directly affects legendary drop rates, except that the NV elite pack drop can also be a legendary, has been proven.
Theorycrafters believed the legendary drop rate to be 1:2000 before 1.0.5, Blizzard said they doubled it so we assume it´s 1:1000 (drops not kills). This means around these drop rates (last column - max mf)
MP HP/HP% DMG +XP +MF/GF +ITEM MAX MF LEGENDARY
1) 1.5 150% 109.60% 10% 25% 1% +400% 1:200
2) 1.5 225% 120.12% 20% 50% 8% +425% 1:191
3) 1.45 326% 131.65% 30% 75% 17% +450% 1:182
4) 1.4 457% 144.29% 45% 100% 26% +475% 1:174
5) 1.4 639% 158.14% 60% 125% 36% +500% 1:167
6) 1.4 895% 173.32% 75% 150% 47% +525% 1:160
7) 1.4 1253% 189.96% 95% 175% 59% +550% 1:154
8) 1.4 1755% 208.20% 115% 200% 71% +575% 1:149
9) 1.4 2457% 228.18% 135% 225% 85% +600% 1:143
10) 1.4 3439% 250.09% 160% 250% 100% +625% 1:138
Almost full clear to me means:
Keep 3, Keep 2, Fields of Misery, Rakkis, Tower Damned, Tower Cursed, Stonefort, Areat 1, Areat 2, Areat Core, Azmodan.
Skipped maps: caverns on Fields, Skycrown (I don't like all t he steps), Keep 1. I skip a little bit of the end of the Towers, where there's lots of running, and do the last pack just before Areat 2 by going to A2 wp and going up.
Sorry, I don't have time to tabulate a total for you.. but ballparkish, 30 minutes. But I chat a lot, so often it takes longer
11/13/2012 12:55:30 PM
Posted in: Diablo III General Discussion
I have done this (run spreadsheets) and must diagree with you. The difference between MP1 and MP4 on most static maps (like fields of misery) is less than 10 seconds for me -- like 1:38 versus 1:48; and up to MP6, it's another 20 seconds. Frankly, that's less time than I spend IDing stuff and pausing/chatting.
11/13/2012 12:52:27 PM
Posted in: Diablo III General DiscussionQuote from overneathe
I don't agree. There will never be an equilibrium in any major gaming community about what is right as a reward and what is not.
I think bonuses to MF/GF/XP are good incentives and if you have the gear you're only going to do better going MP10. There are very overpowered combinations of gear + right build and when you find both of those and use them together the game difficulty becomes irrelevant below MP5. If you can one shot a skeleton up to MP5 then surely you won't mind 3-shotting it in MP8 while receiving lots of good benefits.
One-shotting is actually a good point that you bring up. One of the reasons MP0/1 is terrible for either my monk or barb is that one-shotting monsters just messes up resource regeneration too much.
On MP1, my sweeping wind field will kill most mobs before I actually get a swing at it, and if I'm lucky I get 1 swing. This makes it take FOREVER to fill up Spirit. Ironically, at MP1, I have to use the much weaker 20 second Sweeping Wind ("Master of the Wind", first rune), because I can't generate enough spirit to keep up Cyclone.
At 2.58-2.63 APS, I like to take 2-3 swings to kill something. It happens very quickly anyhow, and guarantees that after one group of monsters, I have at least enough resource to use a resource spender. Once you hit 2+ APS on fast striking builds (like fot monks, cm/ww wiz) , two hits "feels" like one-shotting, anyhow.
11/13/2012 12:39:53 PM
Posted in: Diablo III General Discussion
#2 I don't think anyone is arguing this but, sadly legendaries per kill is a bad metric. Legendaries and XP per hour played -- that is how people measure it and here is where the reward doesn't align with higher MP.
#3 Yes, depending where your damage is, a higher MP level *may* give you more benefit. However, for everyone right now, there is a breaking point where farming any difficulty higher is a penalty -- you say yours is at MP4 and I'll take your word for it. For me it's between MP2 and MP3. Anything higher is a penalty. I can, you can, many of us *can* farm higher MP levels and be more challenged but the rewards do not encourage us to do so -- in fact they discourage us from doing so.
Right now, the reward system is built so that unless you can steamroll the content at a given MP level, it is not efficient to run it. If you want challenge, great, but expect to be penalized.
Also, don't fool yourself, even if/when you do get to 350k dps, you will still be getting penalized because HP pools, XP/MF, DPS, etc. do not align well especially at very high MP levels to reward you for doing so in their current state.
Actually, MP6 is my sweet spot, not MP4. MP4 is just easier, and if I'm doing 10-20 full act 3 clears a day, my brain turns to mush after a while. Plus, I'm usually watching TV at the same time, and really just have one eye on the game.
I agree: Legendaries / hour is the most important metric. I can't speak for other people, but for myself, MP6 yields more legendaries per hour than any other MP. I'm going to ballpark it at somewhere around 20 legendaries per 5 full clears (of course, my MF is maxed; I can do this with any of the 3 followers). This weekend, I literally filled two empty pages of stash with mostly-useless legendaries.
Also, I completely agree that the point at which you can faceroll mobs is the best MP to farm. I'm just saying, as your gear gets better, that will go up. I was amazed at how much faster the game was at 240k dps, compared with 210k dps -- for a monk. Paragon levels also count, as the extra 200 vit and 300 primary stat are pretty great, towards the end.
I am an optimization player -- I don't seek challenge for the sake of challenge. I want the most stuff in the least time. At my current gearing level, and I've done spreadsheets and used a stopwatch to analyze this, I'm absoltuely certain it's not MP1/2.
Here is my profile: us.battle.net/d3/en/profile/Talys-1767/hero/16576834
11/13/2012 11:53:45 AM
While there are legitimate points that MP rewards don't scale enough to offset the difficulty, there are some myths I would like to dispel:Posted in: Diablo III General Discussion
Myth #1 - nobody plays high MP because it's not rewarding enough
Actually, a lot of peple play high MPs for ring runs. Many people typically farm Act 2 keys at MP7 or MP8, and do the ubers at MP10. Act 3 keys aren't an issue because they appear during xp runs. Because Act 4 is so annoying, and you need the Plans only once, I do the Infernal Machine Plans always at MP10.
So, there are rewards. They're just not necesarily of the XP/MF variety. But really -- XP comes so fast now...
Myth #2 - Higher MP doesn't give you more legendaries per kill
This is totally bunk. First of all, from the technical side -- a randomly item attempts to roll a legendary first; if it fails, it tries for a 6-affix rare, then 5-affix rare, etc. This is all described in the official game guide. Note that the guaranteed rare from an elite/champion/boss kill is an extra drop and cannot be legendary -- it's a guaranteed rare.
Now, from hard numbers: I'm level 97, and I've done hundreds of A3 solo runs in every MP from 1 to 8. I can tell you without equivocation that the higher your MP, the more legendaries per kill you will get on average. At MP6, which is an "easy" setting for me, I will get at least 30 legendaries a day. I commonly have runs that have 6+ legendaries.
At MP1, which I can basically just run through, I'll get 1-2 legendaries per act 3 "mostly full clear"; the odd run will yield no legendaries. I can't recall the last MP4+ run that I did (I clear everythng but skycrown, south of bridge wp, and keep1) that didn't yield at least 1 legendary.
When I do Ubers -- which are MP10 runs that consist of 5 stacks + 3 ubers + A1 keywarden -- one of the four people in our group, sometimes two, will get a legendary.
Personally, MP4 is probably my favorite, even though MP6 is yields better drops per hour. Why? MP4 is just much less stress, particularly on Reflect + Desecrator/Molten, and especially on mobs that have built-in shielding (like Blood Clan Occultist). I don't really like to kite, and I hate dying and running back.
Myth #3 - MP1 is still the most efficient even if you have endgame gear
This is just plain not true. Once you do enough damage AND have enough survivability, the higher MPs are better. It takes me almost exactly the same time to clear any monster power between MP1 and MP4 (I have a monk with 240k unbuffed dps). MP5-MP6 take perhaps 10-20% longer, most of that difference being slightly longer shielding trash mobs and the occasional death.
Clearly, for me, MP4 is better XP / hr than MP1. However, this was not always the case.
When we are in group, MP6 goes as fast as 24-35% runspeed allows. Packs that don't shield die as quickly as trash. In a group of 4 with very good gear, MP7 and even MP8 goes really quickly. An MP 10 ring run takes less than 20 minutes (5 packs, 3 ubers 1 warden).
If your combined effective dps for a group of 4 is around 8 million or more, you will be doing a higher monster level (To check this, solo MP10 Ghom. If you can kill him in 60 seconds, you do a little more than 2 million damage per second).
I think that the rewards for higher MP could be slightly buffed, but really, it's a good system. Most people feeling that they "have" to run lower MPs for efficiency just don't have the gear to efficiently farm the higher MPs. Remember: gear is NOT just dps. Survivability is very important because dying dramatically slows down run speeds. An "end game geared character" doesn't just have high DPS; it is nearly indestructable, too.
When my character is where I want it to be -- about 350k unbuffed dps (3 million+ actual dps output), 50k life, 750 resists -- I expect I will be able to run MP7 very quickly, and snooze through MP6.
I don't think MP8-10 will hit the sweet spot in the efficiency curve, for me. But that's ok, because when I look at diabloprogress and see top-in-the-world characters at 480-500k+ unbuffed dps -- I imagine that in a group of 4 with that type of gear, the last couple of MP's will be pretty darn fast. And there has to be something to strive for, right?
8/11/2012 3:37:42 AM
I'll spring for 15m. Talys#1767.Posted in: US Servers Trading
8/5/2012 2:46:34 PM
Reflect damage in Softcore is only an occasional nuissance if you know how to deal with it.Posted in: Diablo III General Discussion
First, every build should have a means to combat Reflect, because by the time you get to Act 2 or Act 3, there are tons of Reflect bosses.
Demon Hunter -- You have three alternatives. First, Gloom lasts for 3 seconds and has 20% life leech. This is enough, even with Reflect damage, for you to significantly regain life. Second, you can use Smokescreen -- you don't take damage when you are in SS, but it lasts for only 1.5 seconds (with Lingering Fog). With either of these skills, you can use the high damage dps attacks (such as Cluster Arrow, Spike Trap, or Impale) safely. Third, if you must use a spammable attack, Nether Tentacles, has built-in life leech and is pretty safe.
Wizard -- Diamond Skin is your friend. With Diamond Skin, you can even use Archon. Stick to direct damage rather than damage over time, as as you can't turn it off Blizzard or Hydra once cast. Once your Diamond Skin expires and you've consumed your pots, resort to a low DPS attack as you wait for CDs.
Barbarian -- Reflect damage isn't really a problem for tank barbarians. Revenge, Rend, and damage mitigation make reflect an easy one to deal with. Almost every tank barb has Life on Hit to a significant degree, and this neutralizes any Reflect damage. Tanks would far prefer Reflect to Shielding, Invulnerable, Nightmarish.
For Sprint/Tornado/WW barbs, as long as you have Life On Hit, you're fine.
Monks -- I don't know of any monks with problems with Reflect. Most monks have relatively low DPS (25k would be high), humongous resists (1000 would be low), and awesome LoH, usually on both fists. As long as a monk has a target they can hit (ie not shield or invulnerable) it's very hard to kill them.
Witch Doctor -- I'm sorry; this is the only class I haven't played to any significant degree, so I can't help.
Any Class -- If you have a weapon with some life leech -- even 2% -- reflect becomes much, much easier to deal with. In fact, as your DPS increases, that life leech becomes extremely useful in every case. That's not to say that you must have a life leech weapon: however, just know that it's a valuable affix in the end-game.
Now, in response to those who say that you CANNOT have high DPS attacks on Reflect: you are wrong. I usually play my 80k/145k dps DH (with/without ShS) and I crit with cluster arrows for boatloads of damage. With Gloom, a 400k hit cluster (common) will on a reflect pack will actually fill most of my health orb from empty.
What I do: I use spike trap and cluster arrow while under gloom. Usually, I can get a scatter set of spike traps and 2 cluster arrows off while Gloom is up. Then, I use Hungering Arrow safely without any damage mitigation, until my Hatred is back to 50%. Then I gloom again, and hit cluster arrow, and hungering, which will fill my health ball back up. I repeat this until I'm out of discipline, then I go to Hungering arrow, and potion. Then I hit Preparation, and do the Gloom cycle.
When does reflect kill me? When I'm not watching, and shoot blindly, particularly if I have Ball Lightning specced.
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