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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Then again, the fact items seem to be duped more than gold (is gold is even being duped) might point at the above not being the problem, but rather something more similar to what was shown in the video. After all, if you just used restorations then how come they only dupe items rather than just dupe gold.
Basically, whatever is being used for duping is a huge blunder on Blizzard's end no matter how you look at it. The only explanation for how something like this can happen is Blizzard simply not caring enough about this game. They've had a very long time to figure out what the hell is going on (as in, since gem prices started to plunge, which was already quite too late), yet the prices are still dropping meaning the mass-duping is still going on.
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You don't need to be viable MP1-3. You need to be viable MP0. And again, if you can't afford to gear a sprint/whirwlind barb to do something, you defintiely can't equip anything else to do it with the same budget. Maybe you could equip a tank barb to do it, but he'd do it so slowly it won't be worth it in any way whatsoever. And besides, if you can do act 3 MP0 that's all you need to do until you can afford gear to farm other stuff faster (and even when you can afford the gear, you probably should stick for act 3 MP0 for a very long time, as the benefits of higher MP are few to non-existent while the farming time is greatly increased with each MP level even if you never ever die).
Saying you can't afford to properly gear a barb and therefore you're going to play another class is like saying you can't afford a car and therefore you're going to have to go buy a truck, which is in reality will cost much more just so you can travel around at a slower speed.
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Not sure if 200k can get you to efficient act 3 mp0 farming with a barb, but if a barb can't do it with 200k then nobody can. In any case, even if you can't do very efficient farming with your budget, you should just give up DPS for the sake of being able to survive act 3 mp0, and that can be probably be done even with only 200k. Your DPS may be terrible but you will be able to kill stuff without dying, and every drop will be able to roll lvl63 affixes which means the number of quality drops (aka with possible lvl63 affixes) goes up at by more than 10x so as long as you take less than 10x longer to kill stuff you are probably profiting from slowly farming act 3 over quickly farming act 2.
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You can't point towards unused gems as people upgrade theirs. The highest gems are actually the most absurdly cheap ones. As in, the AH price divided by the jeweler total crafting fee for the same gem is lowest for radiant star gems.
People quitting the game makes no sense. There can't be so many people who use radiant stars quitting over people who actually reached the point where they want to start using them (heck, only a select few people use radiant stars outside of helm/weapons).
While it's obvious supply is greater than demand and that's why the prices are lower, that's not a real answer. That's stating the obvious. The real question that needs answered is how is the supply increasing beyond demand.
After all, if supply grows slightly greater than demand for whatever reason, everyone who considered crafting gems immediately stop crafting them as they can buy them cheaper, and thus the supply no longer increases. That said, supply is increasing compared to demand, which makes no sense if we assume the only way to obtain radiant star gems is to craft them for >15mil a piece.
The only explanation is people obtaining gems outside of crafting. AKA duping or other shady activity. I thought at first that this had something to do with the times where selling gold on the RMAH was unavailable or impractical due to high minimum price and thus gold was converted into gems so that it can be sold, but since nowadays selling gold is a non-issue, it doesn't really explain why the prices keep dropping. Therefore the only thing I can think of is duping on massive scale. Maybe it has something to do with the 10$ Diablo 3 copies as that can seriously increase the "create account, take lots of stuff, give them away, claim you got hacked and use your restoration, sell profits on RMAH and use money to buy more Diablo 3 copies" trick as it becomes 6 times less risky. Alternatively, it could simply be a new glitch in 1.0.5 that allows duping.
In any case, I believe that the gem price issue is a big f-up on Blizzard's end. Not on the game design side, but on the technical/security side of things. Someone is creating gems for less than the crafting fee and thus the market gets flooded, and there is no legitimate way this would happen in 1.0.5 conditions (where gold can be sold directly on the RMAH at the same fees as gems).
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Good idea. Give all characters +40% movement speed and remove sprint. Buff monster movement speed by 40% as well as they'd need that buff to compensate so they can't be so easily kited. That sort of solves the problem. Of course, if you don't like that, the only way is to nerf sprint itself.
Movement speed is just too important, especially due to how effective and easy running MP0-1 is.
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Should they nerf it? Probably, otherwise nobody in his right mind would play any other build, missing a lot of the potential fun that this game could have had. And don't go telling me "but you can play those builds". Even Blizzard agree that you should have fun while trying to be effective, and not limit your effectiveness in order to have fun, and there's a reason both me and Blizzard think that way. As to why they haven't actually implemented this way of thinking into the actual game I don't know. Maybe Jay and Wyatt just shouldn't have had their jobs. Maybe it's something else. But bottom line is anyone with his head on his shoulders agrees that if everyone who care about being effective use the same build then there's a problem.
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By using a skorn you're giving up on one of the big factors that make the sprint/whirlwind barb overpowered.
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As for download links, seems like mediafire changed some stuff there (this is pretty new, they have been working for years just fine). I'll try looking for a new place where I can easily host and share files without too much hassle.
EDIT: OK, I hosted it on our Arma 2 Israeli community website storage...
http://agamer.netai.net/mp_level.xls
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Due to mediafire giving !@#!, I uploaded it to our Arma 2 Israeli community website's storage:
http://agamer.netai.net/mp_level.xls
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That said, though, it doesn't matter how much gold you have invested if you have it invested wrong. If your monk has good life steal and life on hit while your barb does not, no wonder your barb dies so easily. Also, are the monk stats after skill/passive bonuses? If not, then obviously he's even tankier compared to your barb that probably uses no defensive skills/passives (you really shouldn't in 1.0.5, except maybe bloodthirst). Besides, 90k DPS is quite high if you're using a stat stick off hand with low DPS, but quite low if your off hand has the same DPS as your main hand.
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The only adjustment you need to make is have more survivability than before in case you are missing some, even if it means to lose some DPS. Then, with the same investment, you will still out-class any other class/build with the same amount invested in gear as you.
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2 sprint barbs with 100k character screen DPS will have the strong main hand with stat-stick (low DPS high stats) offhand kill much much faster than the one with 2 identical weapons.
If you're only using "normal" skils, such as cleave/frenzy/bash/whirlwind/hammer of the ancients/seismic slam/etc, then you can gauge your damage capability by your character screen DPS just fine. Of course, good barbs don't use those skills as their main attacks...
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Getting the same healing as before is quite costly, and getting the same WotB uptime is virtually impossible (even with full attack speed crit gear and overpower momentum I'm not sure you can compete with a 1.0.5 barb that never paid more than 10k for a single item in terms of WotB uptime).
By the way, what is "act 3 full clear"? If you mean clear everything from start to finish including all dungeons (which isn't very efficient), even for sprint barb it takes quite longer than that. If you mean alkaizer run then I'm still not sure as I haven't timed my runs (only measured 30mil exp/hour in 1.0.4 but that was with whirlwind disconnects etc and didn't count the total number of runs).