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    posted a message on Will monster level 10 runs worth it ?
    Quote from Grigori

    And if yes, did you actually check by farming enough items and comparing affixes value if only elites have higher level, and ordinary mobs haven't?

    Its actually next to impossible to tell anyway, the affix which made a real difference betwen say 62-63 used to be weapon damages ones. Which they fixed last patch. So you really cant tell the difference unless they are perfectly rolled or worse possible rolls. I found a crag hammer with 1100 dps. If i found a ilvl 63 1 hander with the same dps, no way to tell if the affix are 62 or 63, hell since its base damage is already higher it could even be a lvl 61 affix for the same result..
    Posted in: Diablo III General Discussion
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    posted a message on Will monster level 10 runs worth it ?
    Quote from Loroese

    Also, does anyone have a source for where it says they're changing all mobs in Inferno to be lvl 63?

    They arent, Elites are lvl 63. They did say in an interview they would like a certain power level to make act 1 & 2 total monster and loot table exactly the same as current act 3. With the change, since every loot dropped by elites will roll ilvl 63 affix, the loot will be closer in general power from act 1 to 3, but at the base ilvl 63 item with lvl 63 affix are still stronger then ilvl 60 with ilvl 63 affix, meaning act 3 still win because it simply drops more lvl 63 items. They said its on their radar to fix in the PCgamer interview, so that you can farm what ever act you want efficiently, provided you bump power level enough to make act 1 as challenging as act 3 at base power level. Because the act 1 at base power level is literally as easy as hell difficutly now.
    Posted in: Diablo III General Discussion
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    posted a message on Will monster level 10 runs worth it ?
    Quote from nyjl

    All elite monsters in inferno are level 63, in every act.

    This is correct, meaning that every single drop from elites and champion packs will have affix of lvl 63. This is independant of POWER LEVEL system. Every 58-63 item that drops from these monsters will roll with 63 affixes which are the maximum. As we all know from current ilvl63 items, these affix can still roll very bad numbers. It simply mean you have more chance at more good affixes. Thats gona be the case for everyone, good or bad gear, any class, bad build that can only farm mlvl1 act 1 or overpowered buold that can farm mlvl10 act 3.

    M10 is only more loot and a challenge. Not better loot.
    Posted in: Diablo III General Discussion
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    posted a message on Monster level junk as I see it
    Quote from Tiddy

    Ok like I said early in the morning just went over the notes and put to much thought into it I'm sure. Thanks for clearing that up RED.

    Yes its affected by the monster lvl, not the new power level system. Every single boss and elite in inferno is lvl 63. That means every piece of gear dropped by these from lvl 58-63 will have the best possible affix in the game (which can still roll like crap 99.9% of the time as seen by every item lvl 63 rolling like crap you ever looted!). But since majority of the loot is never ilvl63, thats a pretty big boost to the possibility to find quality loot in your drops. This is a boost to everyone loot, independant of Power Level system.
    Posted in: Diablo III General Discussion
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    posted a message on Monster level junk as I see it
    Quote from Kblavkalash

    He prolly means that by more MF you get more affixes, which is true.

    You get more affix depandant on how many items dropped and rolled off the table. The maximum is 6, there is nothing making those 6 affix roll good or previously forced these affix to be ilvl 63 other then on a ilvl 63 item. The quality of the loot of those 6 affix is completely random and unaffected by Monster power level. Again you will find the same quality of loot from MLVL 1 or MLVL 10. You will just find more loot at MLVL 10, but the trade of is that MLVL 10 elites have hundread of millions of HP and bosses like diablo have over 200 million hp. Even for uber geared characters this is currently a poor trade off for the ammount of magic find given.
    Posted in: Diablo III General Discussion
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    posted a message on Monster level junk as I see it
    Quote from Tiddy

    Now they get more MF and more affixes on the gear they fined so once again as I see it say I farm level 5 I keep getting items that have low affixes like I get now and the guy that has gear doing level 8-10 gets all the best affixes.

    How many time do people need to say this, Monster power level does not increase affixes in any way. It gives you magic find to find more items, but the mobs take much, much more time to kill. What affect the item affix is now monster level. Meaning every item from lvl 58-63 will have lvl 63 affix when you kill a lvl 63 monster. Meaning much greater chance at good gear. LVL 63 affix can still roll like crap and they will still roll like crap at mlvl 10 at the same rate. It gives you more loot, if you are geared enough to roll MLVL10 elites in 30 seconds or lvl 1 elite in 2 second, youll use lvl 10 for the huge boost in MF. At least this is the intent, get more items, not better items.
    Posted in: Diablo III General Discussion
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    posted a message on Will monster level 10 runs worth it ?
    Quote from Kblavkalash

    Quote from Redhood

    Quote from Astrand

    Affixes on items will now roll their level based on the level of the monster killed (rather than the item’s level)

    This is from patch notes. If I understand this and new "monster level" mechanic correctly, then it will definitely be worth it to go higher levels, since it's not just +250% MF that will affect number of rares/legendaries but also values of properties rolled should be higher.

    M10 does not increase monster level to affect affix, as per their interview with pc gamer. Monsters are still lvl 63 in act 3. It only means that act 3 item of lvl 58-63 will only roll affix from previous lvl 63 items, loot from act 2 of ilvl 58-62 will all roll ilvl 62 previous affix and act 1 58-61 to ilvl 61 affix, not changing their loot. So all you get is indeed magic find as it currently stands for m10. Running low monster level will net you the same affix as M10, just no magic and gold find bonuses.

    I doubt it's true. If this is the case then then ilvl63 items in Act1 will roll lvl61 affixes? And Act2 ilvl63 items will roll lvl62 affixes?

    It was true when i logged on the ptr and killed an elite in act 1 with m10. Its also stated in their interview, they arent increasing monster lvl with M10. Thats one of the changes they want to adress for act 1 and 2 to make monster lvl 63 at a certain mlvl, so that loot are identical. Exemple M2 for act 1 = lvl 63. After that point, monsters stay lvl 63.

    If Mlvl affected item affix it would be a requirement to run it at max. This is the opposite of their intent from every single interview and it was true while tested for the brief period the ptr was online. It would mean running low level mlvl would reward nothing of value, ever.
    Posted in: Diablo III General Discussion
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    posted a message on Will monster level 10 runs worth it ?
    Quote from Astrand

    Affixes on items will now roll their level based on the level of the monster killed (rather than the item’s level)

    This is from patch notes. If I understand this and new "monster level" mechanic correctly, then it will definitely be worth it to go higher levels, since it's not just +250% MF that will affect number of rares/legendaries but also values of properties rolled should be higher.

    M10 does not increase monster level to affect affix, as per their interview with pc gamer. Monsters are still lvl 63 in act 3. It only means that act 3 item of lvl 58-63 will only roll affix from previous lvl 63 items, loot from act 2 of ilvl 58-62 will all roll ilvl 62 previous affix and act 1 58-61 to ilvl 61 affix, not changing their loot. So all you get is indeed magic find as it currently stands for m10. Running low monster level will net you the same affix as M10, just no magic and gold find bonuses.

    However im not against that. They want MLVL to be a choice, not a requirement. If it gave the best loot, it would be a requirement to run it. Now its actually a challenge thing, if you can run it at a decent speed you win a little bit of magic find. Simular to running act 3 instead of act 2 when you have the gear. It also mean that pretty much any build can effectivly farm the best gear very quickly. A poorer build can simply farm M1 and quickly destroy it like its hell difficulty steamrolling (their intent exactly for it from their pcgamer interview.)

    Effectively Monster level as is now is exactly like D2 version. LVL 1 pure faceroll any build can do it, max level more hp and harder, drops more loot, not better loot.
    Posted in: Diablo III General Discussion
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    posted a message on Rend instead of WW for Tornado barb?
    Quote from sarge26

    Quote from Redhood

    Quote from sarge26

    Quote from Redhood

    Quote from sarge26

    I use furious charge + merceless assault instead of WW to move through packs and it feels very good.

    It would reduce your damage on single target significantly for no gain.
    For single target, I'll just run a full cricle, let tornado spawn and then stand on group bash, rinse and repeat. Bash after buff hit pretty good on single target now. Pre-patch I used Frenzy instead.

    Im losing about 1/3 of my kill speed on siegebreaker, larder and azmodan without WW while circling around them. You have to remeber WW damage is actually pretty high and that it also returns fury on crit. Theres really no reason to use charge except if you hate whirldwind. Theres advantage for the build to use WW, none to use charger really.

    Even more of a damage downgrade if you use WOTB slaughter. WW has a better proc chance per tick then tornados. Meaning you lose a good ammount of those procs. Im not saying that you cant use charge, at the end of the day once you have ok gear the only ability you cant change is battlerage and sprint... but everything you change other then remove battle shout if most likely a downgrade in term of damage and efficienty of farming.
    I agree charger is a bit weaker against bosses but I think it is better against packs. It hit faster and harder than WW, large packs of white mobs just melt away in 1 or 2 charges. It is also safer and more efficient against jailor and waller, especially when it comes with some nasty groupd effect affix.normally would be a pain for WW. Given these advantages I can accept killing a boss a little slower.

    It also lose value against WW on elites. Normal mobs dont matter so i wont touch that. WW has no cooldown when theres only 3 elites so it procs more life on hit then charge could, because theres no white mobs you one shot them with charge anyway.

    Jailor with a runner mob like those fat shaman or sucubus are the only elite pack i need to use WOTB on. So im pretty safe as far as that go. Charge doesent bring much to the build at all, beside killing white trash 0.5 second quicker then simply running over and ignoring them while tornado does it anyway? You are also losing massive possible life on hit help by one shotting them.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Rend instead of WW for Tornado barb?
    Quote from sarge26

    Quote from Redhood

    Quote from sarge26

    I use furious charge + merceless assault instead of WW to move through packs and it feels very good.

    It would reduce your damage on single target significantly for no gain.
    For single target, I'll just run a full cricle, let tornado spawn and then stand on group bash, rinse and repeat. Bash after buff hit pretty good on single target now. Pre-patch I used Frenzy instead.

    Im losing about 1/3 of my kill speed on siegebreaker, larder and azmodan without WW while circling around them. You have to remeber WW damage is actually pretty high and that it also returns fury on crit. Theres really no reason to use charge except if you hate whirldwind. Theres advantage for the build to use WW, none to use charger really.

    Even more of a damage downgrade if you use WOTB slaughter. WW has a better proc chance per tick then tornados. Meaning you lose a good ammount of those procs. Im not saying that you cant use charge, at the end of the day once you have ok gear the only ability you cant change is battlerage and sprint... but everything you change other then remove battle shout if most likely a downgrade in term of damage and efficienty of farming.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Rend instead of WW for Tornado barb?
    Quote from sarge26

    I use furious charge + merceless assault instead of WW to move through packs and it feels very good.

    It would reduce your damage on single target significantly for no gain.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on I have betrayed my fellow WW'ers!!!
    WW is great for bosses. WW circles around the boss the tornado that comes out will all kill him. Diablo is slim so he doesent get gibbed like azmodan or belial. But he dies very quickly. And clones are a joke 4 player inferno clone solo eye closed lol.

    As mentioned above damage on offhand is unimportant. You want the stats on it to be perfect. LoH over 800, crit damage, socket, str or vit if you can. I went from a 1 handed 900 dps weapon with 800 loh and 1 socket to 1 handed slayer with 590 dps, but 960 loh, 75% crit damage, 1 socket, 150 vit. My dps tab says i lost 4000 dps But my tornado went from critting for 19k to 24k. Testing on Larder i kill him about 1/4 faster then before. I feel alot of players of every class look at the DPS in their sheet as the end of all things when its far from that. Infact some classes like DH have very irrelevent high dps that doesent work well with their resource system. Check your stats, not your dps.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on INSANE legendary drop rate?!
    Quote from Axtroz

    no MF gear, paragon level 7 and farming my act2 route, no legendary so far. well rng is rng :)

    Alot of legendary were bumped to lvl63. Meaning they have a reduced change to drop in act 2. Also route is simply not very good anymore, unless your route is clearing full act 3 of elites, pretty much full clear. The more elites you can kill in row without pause at 5 NV the more chance you have for one to drop. If you restart your stack often to restart your route, you greatly reduce your chance at legendary. The guarante rare at 5 is very important so that more items turn into rare, then into 6 prop rares and then legendary.
    Posted in: Diablo III General Discussion
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    posted a message on INSANE legendary drop rate?!
    Just found another legendary right now, its that bad lvl 56 hand crossbow, as i said half my legendary are poor. Other half is ilvl63 stuff. They definivitly drop more often. I get more legendary per day now then i did per hundread of hours before? No way i have been lucky every single day since patch and unlucky 300 hours before? It would be more interesting if people that says they dont get drop actually told us where and how they farm? At what speed,?
    Posted in: Diablo III General Discussion
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    posted a message on INSANE legendary drop rate?!
    I would have to agree they must of had changed the drops of legendary loot table. At least in act 3. In 350 hours of act 3 farming before 1.0.4 i got like 5 legendary total. Im already at 13 since the new patch at paragon 10, sure half of them where low level but the rest are all ilvl63. Not even 20 hours player since patch. They did say they reworked some mobs in act 3/4 loot tables in patch notes. It could be it? Theres like 20 pages of every legendary already, so yeah they drop pretty often.

    Might also be some people dont get drop because they do too short runs? Every single of my legendary dropped from elites with 5 stacks NV. One of the rare sometime turns into a set or a legendary. My run in act 3 starts at breach the keep lvl 1. I clear every area of elites in the whole act 3, every cave i sprint to every single packs. Thats 30-40 elites with 5 stacks or more per run.
    Posted in: Diablo III General Discussion
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