A more detailed explanation of why monster power scaling is just not going to do its job in terms of making the game more enjoyable and rewarding as well as making the players focus more on killing speed rather than movement speed:
http://eu.battle.net...opic/5616902661
The above post contains an excel file with a detailed calculation of how your farming efficiency scales with monster power taking a few simple parameters into account.
- GalZohar
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Oct 9, 2012GalZohar posted a message on Monster Power Level Charts, Monster Power Level Videos, Poll - Was the Nerf to the Hellfire Ring Justified?As long as you aren't killing stuff in 1 shot and/or spending well over 80-90% of your time running around rather than killing stuff, you should lower the MP if you want to be efficient for both MF and exp. Of course the exact % of time running around needed to up the MP even if you aren't 1-shooting stuff can vary based on your existing MF and XP and the exact scaling, but most likely most people will spend too low of a % of their time running around if they aren't 1-shooting everything, as even 1-shooting everything you probably still spend more than 10% of your time actually attacking.Posted in: News
In the end, monster power mostly adds time it takes to kill stuff with a slight challenge of increased damage and increased chance of dying because stuff take longer to kill. In terms of rewards, monster power is a joke, as the only case you'll increase it for efficiency is if the game is already extremely boring and then you'll increase it to a level where the game is still extremely boring.
They really need to lower HP, up the damage and up the MF and XP bonuses if they want MP to be used other than just for messing around. -
Oct 8, 2012GalZohar posted a message on Monster Power Level Charts, Monster Power Level Videos, Poll - Was the Nerf to the Hellfire Ring Justified?HP increase from base is deceiving. Show the HP increase from MP1 would give a much better picture on how the bosses scale, since anyone who is good enough to ever touch mosnter power in inferno doesn't care about how strong stuff are relative to act 1/2 MP0 monster strengths.Posted in: News
I think the "jump" to 63 is inferno-only, everywhere else is just the "normal" scaling like what you see in Act 3 inferno, so even if you beat hell at MP10 it still doesn't mean you're strong enough for act 1 inferno MP1 or even MP0. - To post a comment, please login or register a new account.
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Your fire build seems pretty useless to me. Conflagrate is a joke without the 2 extra missiles from a mirrorball, and meteor shower is just not as strong as frozen orb.
Also, on andariel's, unless your 4th stat was really terrible, it is better to remove the attack speed. Skill bonus, int, crit chance, socket and vit (int that order, though socket and vit can interchange depending on your current vit and life%) are all preferable over a measly 6% attack speed, especially if you don't have a mirrorball.
Once you have the gold for imperial gems and up, only socket int in your items, and only use items with max number of sockets (enchant it if you must). Sockets and int are pretty much a must-have on every item that can roll more than 1 socket.
If you can craft any legendary boots easily (preferably Ahsera's, which has good set bonuses and is very easy to farm), try craft ones with int, vit, arcane orb damage and either all resist or armor with a single resist secondary. Keep in mind that enchanting arcane orb damage on boots that have all other 3 stats is more difficult than enchanting any of the other 3 (well, 4, but you will only end up with 3) stats on an item that already has the other 2 and arcane orb damage, simply because there are multiple skills that can get rolled but are blocked if the boots already have arcane orb damage. So only spend a lot enchanting arcane orb onto your boots if they are already very good, and otherwise keep trying to craft ones with arcane orb damage. This actually works for meteor too, I just don't recommend using meteor...
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Play smart, and you'll wonder what the hell you are supposed to do with all that gold.
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For gameplay, skip to the last 2 minutes of the video.
This video shows the standard frozen orb build with a twist when playing with a witch doctor using legacy items to make the zero dogs build work, spawning a lot of health globes to trigger the power hungry passive. This allows frozen orbs can be spammed almost indefinitely.
Later, I also got reaper's wraps which make this even more powerful.
If you have any questions about the build - Feel free to ask! If there are enough requests, I can create new guides for whatever is needed.
Profile: http://eu.battle.net/d3/en/profile/GalZohar-2718/hero/13093803
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How much time do you spend on actually killing things, though? If you take more than ~3 seconds to kill an elite pack, for example, you aren't being fast. If the AOE of your thunderclap doesn't kill just about anything in 1-2 hits, you also aren't being very fast. To get the gear that would actually let you compete in speed with a barb will be very expensive, even though you can farm at an OK speed without too big of an investment (simply due to 1.0.5 nerfs).
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Obviously, if you want to do a complete analysis you'll have to also look at other sources of IAS (which you can take where you don't have and/or drop where you do have) to get optimal results.
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However, the barb's fast movement ability is still the best one, even if the difference is minimized by reducing gear requirements so that tempest rush monks and vault demon hunters can sort of compete (but not really because monks need crazy gear to not run out of spirit and still kill fast, and don't actually kill so fast as they have to stop in order to attack, and DHs need pretty good gear to survive while vaulting everywhere, 4pc legacy natalya for discipline and still have to stop to attack). Running through everything at +40% movement speed and watching everything die behind you (or not watching it) is still better than everything else. Plus the overall survivability and damage dealing ability of the build is at least as good as other builds (if you build it right and take advantages of sprint dual wielding mechanics to get very strong tornado ticks for cheap), making it an overall clear winner.
Short version: Barb is faster, and the less gear both you and the other classes have, the more apparent the difference is.
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Why? Just to be clear, here's the short version: If you can't sell IK helm just keep that because the mempo isn't a big enough of an upgrade to justify using it instead of a practically free item.
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It's a tough call, especially when you consider that at low monster power (exp/mf farming) you can't really keep wrath up anyway if you have good enough gear to actually farm fast, and that at high monster power (key/organ farming) wrath is easy to maintain even with a mace.
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For most classes this path is probably the most effective, but for ranged classes you might want to test out areas like rakkis crossing, skycrown battlements and/or stonefront. They suck for melee that have to chase down every fallen, but may (or may not) work well for a ranged class. Also, a friend was complaining he loses archon as he zones out of core of arreat, so skipping that zone might be something to consider as well. If you find a better variation for your class (with enough testing to back it up) go ahead and post it!
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As for map ping not working, I'm wondering what % of the time it doesn't work. I've personally never seen the map ping fail since the patch (not on legendary items that dropped on-screen and not on legendary items I found by accident when I backtracked similar to the example in Moldran's video), so my guess is this is actually relatively rare bug and doesn't justify changing your farming methods. Of course, to be certain, we'll need to get a better idea of the fail rate, which may take a while due to the rarity of legendary drops and the fact the bug could be caused by all kinds of things (for example, 1 possibility is for the map ping to fail only when the legendary drop is very far from you, which would explain why it's such a rare bug that doesn't justify adjustments to your tactics).
As for the "it's a carbon copy" comments: This is more of an explanation of how to farm this "old" route from the perspective of 1.0.5. I have yet to find a video that does that, so even if it's out there, it's hard enough to find that my video was worth making. If you prefer watching 2 month old videos that have a lot of outdated advice, you are free to do so. If you're just looking for which zones to clear, then yes, my video shows nothing new (as you should have expected if you actually were aware that the Alakizer route is still what you should be running). I do, however, think that my video does have some greater value than just telling you what zones to clear.