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    posted a message on 37million in 11min, around to 200m por hour
    So you made a guide for something that has been featured on the front page, good for you copying stuff.
    Posted in: Diablo III General Discussion
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    posted a message on Season Smart Loot Broken?

    Legionaries
    Posted in: Diablo III General Discussion
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    posted a message on Treasure Realm Spawn rate?
    I've farmed goblins for hours and hours, not seen a realm yet.

    I would say about 100-150 goblins and no realm.
    Posted in: Diablo III General Discussion
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    posted a message on R.I.P Magic Missile-Conflagrate.
    Quote from Gryffon4

    Quote from Xdmini
    Quote from Gryffon4
    Quote from Xdmini
    Quote from magier556

    Chance on hit effects now proc on the extra magic missiles , also there's a primary spender gem. Combine chance on hit legendary gems with the primary spender legendary gem and it could become insanely strong. It's probably why they nerfed depth diggers because that gem most likely scales to become even better than depth diggers.
    What I don't like about the Depth Diggers change is that the other classes still has it except for WD, why can't WDs and Wizards use Depth Diggers when DHs can?

    Gem + Depth Diggers on a class that can use both is going to be really strong.
    I can't believe so many people complain about this... Can't you see it would be completly broken and op if wizards and WD could use it ? They have the best primary skills by a MILE AND have op legendaries to buff them further. Imagine an explosive toad WD with this ? or the new overbuffed spider/spider queen ? or a MM Wizard ???? (Mirror ball is already +200% damage on top of +200% procs on ptr)

    People need to stop acting stupid andadmit they new it was gonna be completly OP, and that's why they're crying now.

    Wizards got a ludicrous (but needed) buff to firebirds and WD don't need anything (yet many primaries were buffed). Having MM/EB or toads as the only damage dealers is not happening, too bad right ?....
    I'm not complaining that I can't use MM as the only damage dealer, I'm glad that I can't.

    I'm complaining that other classes can use their Primary spells as the only damage dealers because of the legs.
    Can you read ? Wizards and WD have extremely strong primary attacks and legendaries to buff them already. to give you an exemple, a WD with the toad weapon deals 200% more damage, which is multiplicative with the gem so it does 200*1.5 + 100 = 400% of the original tooltip weapon damage (and the gem unlike the pants can be upgraded, let's say to 100% extra damage so that would be 500% of the tooltip damage)

    On the other hand, the bonus from the pants and the gem are additive, so for a DH for exemple you get 100% extra damage from the pants and 50% from the gem for a grand total of 250% of the tooltip (much less than the 400% of the WD) or 300% with an upgraded gem (compared to 500% for a WD)

    Now you see why the pants are not only unneeded but completly broken for WD and Wizards ?????????
    It's funny though, because you only had one spell to mention.

    There is NO reason to let other classes use both the gem and legs if Wizards and WDs can't, if the only reason is Mirrorball, Mykens and Rhen'Ho then just exclude MM, Electrocute and Frogs from the legs. There are plenty other Primary spells that DO NOT have any legendaries to buff them.

    Wizard Primary attacks has low damage compared to other classes like for example Crusader and Barbarian.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on R.I.P Magic Missile-Conflagrate.
    Quote from Gryffon4

    Quote from Xdmini
    Quote from magier556

    Chance on hit effects now proc on the extra magic missiles , also there's a primary spender gem. Combine chance on hit legendary gems with the primary spender legendary gem and it could become insanely strong. It's probably why they nerfed depth diggers because that gem most likely scales to become even better than depth diggers.
    What I don't like about the Depth Diggers change is that the other classes still has it except for WD, why can't WDs and Wizards use Depth Diggers when DHs can?

    Gem + Depth Diggers on a class that can use both is going to be really strong.
    I can't believe so many people complain about this... Can't you see it would be completly broken and op if wizards and WD could use it ? They have the best primary skills by a MILE AND have op legendaries to buff them further. Imagine an explosive toad WD with this ? or the new overbuffed spider/spider queen ? or a MM Wizard ???? (Mirror ball is already +200% damage on top of +200% procs on ptr)

    People need to stop acting stupid andadmit they new it was gonna be completly OP, and that's why they're crying now.

    Wizards got a ludicrous (but needed) buff to firebirds and WD don't need anything (yet many primaries were buffed). Having MM/EB or toads as the only damage dealers is not happening, too bad right ?....
    I'm not complaining that I can't use MM as the only damage dealer, I'm glad that I can't.

    I'm complaining that other classes can use their Primary spells as the only damage dealers because of the legs.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on R.I.P Magic Missile-Conflagrate.
    Quote from magier556
    Chance on hit effects now proc on the extra magic missiles , also there's a primary spender gem. Combine chance on hit legendary gems with the primary spender legendary gem and it could become insanely strong. It's probably why they nerfed depth diggers because that gem most likely scales to become even better than depth diggers.
    What I don't like about the Depth Diggers change is that the other classes still has it except for WD, why can't WDs and Wizards use Depth Diggers when DHs can?

    Gem + Depth Diggers on a class that can use both is going to be really strong.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on I got 5 RORGS with very minimal effort and so can you!!
    Well, even if the pity timer doesn't work on Caches the Junger Rules are still the fastest way to farm them, so it's still the currently best way to farm the ring.
    Posted in: Diablo III General Discussion
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    posted a message on R.I.P Magic Missile-Conflagrate.
    I think people are just jumping to conclusions, this thread is a massive kneejerk.
    It's the same when DOTs were changed to deal average damage based on chc and chd instead of being able to crit on all ticks, all Jade Harvester WDs cried rivers but the change didn't kill the build, Jade Harvester is still one of the strongest.

    Sure MM-Conflag got nerfed, but Firebirds got buffed and together both are great, you only need to stack your conflag 3 times and then can refresh the dot duration with AP spenders instead, which means more build diversity instead of spamming MM 24/7.

    Edit:
    Don't need the quote anymore then.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Nerf the treasure room!!
    Quote from PaulAcid

    Quote from Xdmini

    If you are going to look at it that way then "could be always" is just as likely, since you can just go in a game, kill a goblin, get the portal and then stop play.
    Well that's just ridiculous. That's like saying "I can show that a die is 100% likely to roll a 6, I'll roll a die, if it's not a 6, I'll start over, if it's a 6, I'll stop and say I'm done".

    We're talking about the odds given a type of activity, which is "playing Diablo 3 for whatever time period you play Diablo 3 for". Making up some bizarre scenario in order to disprove the odds of another scenario is just pointless and irrelevant.

    And chance doesn't work like that. A single example of 1/1 does not mean a chance of 100%.
    "playing Diablo 3 for whatever time period you play Diablo 3 for" can be just that, kill a goblin, get portal, stop playing.

    A limited play time isn't what chance is either, chance is always calculated using an infinite amount of tries or an infinite amount of time.

    What we are talking about is probability, the probability that you get a goblin portal in "a finite number of hours that you've played or will play the game." as you said.

    During those finite hours if you only kill one Goblin and get the portal then by your own definition you always get the portal.
    Posted in: Diablo III General Discussion
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    posted a message on Nerf the treasure room!!
    Quote from PaulAcid
    Quote from Xdmini
    Quote from PaulAcid
    Quote from meth68

    I am on PTR, but its just typical blizzard "rng" random is random for Blizz is "could be often" or "could be never"
    I'm pretty sure what you just described is "random for everyone", not "random for Blizz". Randomness most definitely means both of those things. It also "Could be sometimes".
    It also "could be always" but the probability of that happening is so close to 0% that it's practically non existent, same with "could be never".
    Well, in this kind of case "Could be never" would be vastly, VASTLY more likely than "Could be always". Given that "never" in this case is a finite number of hours that you've played or will play the game. To qualify for an individual's "Could be never" category, it just has to not happen in that span. For "Could be always", that likelihood wouldn't really be comparable, as it has to happen every single time given any amount of playtime.
    If you are going to look at it that way then "could be always" is just as likely, since you can just go in a game, kill a goblin, get the portal and then stop play.
    Posted in: Diablo III General Discussion
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    posted a message on Nerf the treasure room!!
    Quote from PaulAcid

    Quote from meth68

    I am on PTR, but its just typical blizzard "rng" random is random for Blizz is "could be often" or "could be never"
    I'm pretty sure what you just described is "random for everyone", not "random for Blizz". Randomness most definitely means both of those things. It also "Could be sometimes".
    It also "could be always" but the probability of that happening is so close to 0% that it's practically non existent, same with "could be never".
    Posted in: Diablo III General Discussion
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    posted a message on I shall become a magic missile GOD.
    Quote from Jaetch
    Quote from Xdmini

    Arcane Orb does NOT deal less damage than one hit from a zombie dog..





    Arcane Orb

    Secondary
    Cost: 30 Arcane Power

    Hurl an orb of pure energy that explodes on contact, dealing 381% weapon damage as Arcane to all enemies within 15 yards.




    Summon Zombie Dogs

    Defensive

    Cooldown: 45 seconds

    Summon 3 Zombie Dogs from the depths to fight by your side. Each dog deals 30% of your weapon damage as Physical per hit.
    I don't know, I can't seem to make my Arcane Orb deal as much damage as my Zombie Dog:

    Anyway, many people I play with are rather confused about the buffs to Magic Missile and Hydra. They already were viable in the live game. Like Bagstone pointed out, it's the spenders that need help and channeling spenders actually got a massive nerf with the 30 AP initial cost requirement on top of the channeling costs. It's insane.
    That's not a fair comparison tho, since that dog is as strong as more than 6 dogs if you have the 3 passives and TMF, you also need Mask of Jeram.

    Not really fair to compare an ability with 2 legendaries and 3 passives to make it stronger.

    edit:

    Looked at your video, you even had another legendary just to boost the dog damage further, so that makes it 3 legendaries and 3 passives to boost the dog. If you want to compare the abilities do it under the same circumstances.

    There are no legendaries that specifically boosts Arcane Orb and that's not a problem with the spell, that's a problem with legendary diversity.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on I shall become a magic missile GOD.
    Arcane Orb does NOT deal less damage than one hit from a zombie dog..




    Arcane Orb

    Secondary
    Cost: 30 Arcane Power

    Hurl an orb of pure energy that explodes on contact, dealing 381% weapon damage as Arcane to all enemies within 15 yards.



    Summon Zombie Dogs

    Defensive

    Cooldown: 45 seconds

    Summon 3 Zombie Dogs from the depths to fight by your side. Each dog deals 30% of your weapon damage as Physical per hit.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Small trick: double or triple that holy shotgun dps
    It's called stutter stepping or orbwalking, it's very common in MOBA games.
    Posted in: Crusader: The Church of Zakarum
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    posted a message on WD DOT fix!!
    Funny when people cry because their 500 million Jade Harvester crits got nerfed to around 300 million instead.
    Posted in: Witch Doctor: The Mbwiru Eikura
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