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    posted a message on GPU Replacement - Need help !

    If you aren't playing above 1080p, the 1050 Ti should fit the bill well enough, and it appears to be within your budget.


    There are some not too expensive GTX 1060s out there though, so the choice is yours.


    WoW's GPU requirements aren't that high, as long as you take into account that view distance is your biggest GPU hog. No clue about World of Tanks though.

    Posted in: General Discussion
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    posted a message on Q&A @ Blizzcon - Paragon system

    They probably didn't ask because of the future Challenge Rifts coming to Diablo 3, which will negate all item enhancements and additional paragon levels when players enter them. That basically leaves paragon levels for pushing higher and higher, while challenge rifts become the (hopefully) test of skill vs. a set environment (which is why you essentially go in with your items and that's about it).

    Posted in: Diablo III General Discussion
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    posted a message on I got banned for botting when I never botted!!!

    If you use any automation programs while a Blizzard game is open, Warden can detect it and will flag the account because of it. There is no safe time to use automation software while you have a Blizzard game running, even if it's "only" for the other game. You should take this lesson learned and make sure not to repeat this mistake in the future.

    Posted in: Diablo III General Discussion
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    posted a message on (bug?) Weird weapon damage

    OdZoo, the others here appear to be correct. Your Life on Hit stat that you rerolled to appears to have come from your weapon damage affix which was originally on that weapon. The good news is that you can reroll that stat and get the weapon damage back, perhaps even better than it originally had on it. The bad news is that it's going to be expensive depending on how many times you already rerolled that item.

    Posted in: Diablo III General Discussion
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    posted a message on Evasive Fire Macro

    Not to mention that macros are not allowed in Diablo 3. This is a pretty clear cut case of automation.

    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Ancient items and retroactive changes to current legendaries
    Primarily, the reason I wouldn't want retroactive changes this time around is so that should the new items be really horrible or crappy I'd at least have the choice of using the current items I have now. I wouldn't mind having to farm a new set to test out the "improved" items, so long as I had a fallback in case they sucked.
    Posted in: Diablo III General Discussion
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    posted a message on Rift Guardian 'Glitching' Tips Series (Videos)
    Quote from MeatHeadMikhail

    ^ There are going to be changes to some things in grifts, including additional 'defense oriented' legendary gems.

    However, there are some things to take into consideration:

    1) T6 Ubers are extremely EASY once you get geared. They have a finite end - T6. Once you acquire the gear (~100-150 hours of solo play from my experience), you can handle them without any problems.

    2) The greater rift versions are the real baddies, and in this series I will (attempt to) show how to overcome their attacks as a ranged class.

    3) Jailer happens to everyone, not just ranged. Blizzard already stated that this is a gear check for ranged classes, who can go full out dps and avoid ALL damage otherwise, giving them a tremendous advantage over melee. Seriously - go play a barb, monk, or sader and face fire chains or electrified in grifts in melee ranged. It's not happening. If jailer et al were avoidable mechanics, NO ONE would play a melee class .. few do currently anyway, because ranged has such better damage mitigation via avoidance.

    4) Corollary to the above, some of these mechanics CAN be avoided. Jailer can be outranged fairly easily. Vortex is not a threat if you're around a corner/pillar/hole in the ground/whatever. Also irrelevant in seasons if you use Krelm's buff bracers (vortex counts as a knockback). The REALLY bad ones are thunderstorm and frozen, with frozen being worse at mid-40s tiers. Thunderstorm you can escape with split second timing after the first tick, sometimes even the first tick if you get the right frame, but frozen is almost inescapable for the first few ticks, and impossible to outrange without also having your sentries being out of range. Below 40 grifts that's ok, but once you get into 40s, frozen will 1 shot you.

    5) I will show you how to avoid getting hit by bloodmaw in a future video. His single leap is easily avoidable with proper timing, same with the crashing rocks. When he starts his multi-leap, just get out of range and watch the minimap, he'll eventually stop and when you see his icon going in your direction, vault in the other direction.

    6) Blizz is aware of the RNG factor of grifts, and they said they will be making adjustments (hopefully getting rid of conduit).
    None of the CC affixes did damage prior to the closed beta for RoS. That got added in and players doing higher difficulties, especially those at the lower end of the level spectrum (even with twink gear) were being one shot by the affixes. Vortex won't move you if you are around a pillar or whatnot, but it will damage you just like Jailer does. The damage portion is applied even if you aren't moved. Not a single one of the CC affixes is skill based in the least with the damage added on. None. Defensive oriented legendaries means less offensive power meaning less progression capability overall. That is not a solution.

    What needs to happen is removal of the unavoidable damage on the CC affixes and altering of the affixes to enable real skill based play. I gave suggestions along those lines several times, as have others, so the devs do in fact have some references on how to proceed with that. They simply choose not to and we end up having to do things like making the videos you are about to make which describe how to cheese the bosses/monsters because the mechanics are just asinine.
    Quote from Bleu42

    Quote from oldschool_2o4f

    Rakanoth CAN be "juked" as you say with smokescreen and some really good reflexes. It's better to simply not be there, but hey, if you live, you live, right?
    Hell I juke Rak with my sader, just by moving. His blink strike is really telegraphed, you've got like almost a full second to react.
    Both Rakanoth's Teleport and Bloodmaw's Leap have had their telegraphing animations drastically shortened. It isn't "almost a full second" to react anymore. It's more like about ten frames and that's it. I wouldn't have sixteen deaths to him in a single Uber session otherwise. And because he teleports to you and not a spot on the ground where you were, I'll often be in the middle of a Vault on my DH and still die. The only way I can stop him, and not even reliably, is to go Danetta's set and attempt to permastun him while my sentries whittle him down, which can take some time on T6.

    My guess with regard to the shortening of the telegraphing is that this was the how the devs "improved the monster AI" - a LOT of enemies no longer telegraph their moves and simply do them the instant you aggro, especially the ones that charge from offscreen as well as the very annoying Punisher type monsters.

    It feels like literally everything in the game is designed around being unavoidable and it saps the fun out of the most solidly built combat engine out there.
    Posted in: Diablo III General Discussion
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    posted a message on Rift Guardian 'Glitching' Tips Series (Videos)
    The real issue with the Rift Guardians and the bosses/Ubers in general right now is that as of patch 2.1 (possibly even just 2.1.1), the animation they used to telegraph their moves has been drastically reduced to the point where with Rakanoth and his Uber/RG counterparts, there literally is no time to react to his telegraphinc of the teleport. Of course if he teleports at all, you're dead even if you're vaulting because he teleports to YOU, not to a spot on the map it seems.

    He's actually the most difficult Uber for me to deal with because of that. And on the Uber encounter, you can't get him "stuck" on the terrain (pillar) like you can in rifts, so no matter what, you die. A lot. I had sixteen deaths on my T6 Gluttony event the last time I did it. It is said that it is best to stay behind Rakanoth at all times, but even when he's doing his frontal AoE he's turning with you and being in melee range with such short animation times means that if for any reason you run out of Discipline (as a DH) or your primary resource (other classes), you're pretty much screwed. And as a DH you have to vault so often to avoid his frontal AoE while keeping him in melee range that you're going to run out of resource before he goes down unless you pigeonhole yourself into a Nightstalker build.

    Bloodmaw is very problematic in this regard as well. His animation sequence that telegraphis his jump is now less than 10 frames long and his jump is very fast now, giving you literally zero time to move out of the way. I've yet to find a comfortable position to keep him from doing this, so the "positioning is key" argument means I've yet to find that position where he won't jump at me like that, if there even is such a position.

    But the real issues that make this a problem are the unavoidable damage factor and the absurd damage scaling in the game and total loss of control of your character in many situations. For Bloodmaw, the almost nonexistent telegraphing animation sequence puts his jump into the unavoidable damage category while his stun is so long that you lose control of your character for several seconds, easily long enough for him to one shot you.

    It seems to me that the developers put unavoidable damage and OHK mechanics in to every possible place in Diablo 3 because they simply have zero clue how to create skill based encounters, despite the community, including myself, having givem then plenty of examples on how to do so since before the game launched.

    It really is frustrating having my characters die instantly to unavoidable damage like Jailer and Vortex. I truly hate, loathe, and despise having to sit offscreen while my pets/sentries kill everything. I can't participate in the actual battle because if I do, I'm dead no matter what. It isn't skill that keeps me alive at higher GRs, it's purely luck. RNG decides whether or not I'm going to get instagibbed upon even seeing an elite pack. I mean, I can get charged from offscreen and OHKO'd. I can get jailed/vortexed from offscreen and get OHKO'd. I have no reaction time to get out of the way for Rakanoth/Bloodmaw. And if I don't get OHKO'd, I'm suffering secondary effects such as knockback and its associated secondary effect slow from unavoidable damage sucn as Thunderstorm and Mortar, which trigger Knockback and Nightmarish.

    The entire design is anti-skill and the developers know this. Unfortunately for us the players, they are too set in their ways to change this to make the game more skill oriented and less RNG oriented. Players have grown absolutely sick and tired of the "RNG is RNG" argument. RNG determines everything in the game, and despite the developers' assertions that it adds replayability, it's also taking away the playability of the game. I daresay that replayability is a lost cause when players give up out of pure frustration from RNG anyway.

    It has been said and still stands true that Belial is the best boss encounter in the game. It has deadly mechanics, but gives the player room to avoid them with skill. Mess up and you die. Do it right and you live. There's no RNG. You know what you need to do and practice makes perfect. The rest of the bosses, especially particular Ubers and most Rift Guardians? It's all RNG. Your death is binary. Get lucky and live, or get unlucky (most of the time) and die.

    Threads like this should never have to even exist. But they do because without cheesing the monsters like this, we're toast. The OP even admits it himself in the video and every player knows it already from firsthand experience. Sure these bosses need to have deadly attacks. That's what makes them bosses. But they need to be realistically avoidable, otherwise no amount of skill will save you - it will all come down to luck. And we're well past the point of enjoying the RNG.
    Posted in: Diablo III General Discussion
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    posted a message on 2.1 Legendary Roll Percentages
    Example: Let's look at Demon Hunter Cloaks. Say I'm only playing my DH on Normal difficulty right now. This means that I can't acquire Natalya's Embrace. Now, I want to know how likely it is to get Blackfeather. So, I take all the chances of the items I can acquire and add them up. That's 20 + 20 + 20 + 20 = 80. I divide 80 by 100 and get 0.8. Now, I divide the chance to get Blackfeather by this number and get 20% / 0.8 = 25%. So, my chance to get Blackfeather from a random Legendary/Set Cloak on Sub-Torment difficulties is 25%.

    I have a bit of a nitpick here, but one that will hopefully help others do the math. The way you have it worded (written out) makes it hard to figure out what you mean. For example, when you write "20% / 0.8", many people might not associate "20%" with "0.2". You should clarify the actual math by saying "20%, which is 0.2 in numeric form, divided by 0.8, the number you obtained from dividing the summed item drop chances by 100, equals 0.25 (actual equation: 0.2 / 0.8 = 0.25).

    It took me a minute to figure out what you were getting at since you typically do not see x% mixed in the same equation as yDecimal. It just makes for some very confusting writing. :)
    Posted in: Diablo III General Discussion
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    posted a message on Omg This is possible ? Epic item :D
    This is certainly a needed boost for 1h dual wielders. There was just no way really to match the DPS of a good 2h+quiver until now.
    Posted in: Diablo III General Discussion
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    posted a message on Going from PC/OSX to Xbox One on the 19th.
    Quote from MajorHump
    Hi

    I am gonna stop playing on my Mac when D3 comes out on Xbox One. There will probably be no chance to get my characters or progression over to my Xbox. I would pay for that!! Anybody think this will ever happen?

    Am I allowed to let a streamer raffle my account off in his/her stream? I see no use in it just being dead after I have gotten it to para 613 :(
    To answer the first question, it won't happen. The Battle.net service is completely separate from the console service. There is no interaction between the two of them, and thus no way to transfer characters. And given that the console and Mac/PC versions are both on different game versions with different items being available, that is another reason it won't happen. I'm afraid you'll simply need to start fresh on the console once you get that version.

    As for the second question, no. Blizzard owns the account. You may not sell or transfer a Battle.net account to any other person. You may share the Battle.net account with one minor for which you are a guardian or parent, but that is the only exception.
    Posted in: Diablo III General Discussion
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    posted a message on Release date for 2.1?
    Truthfully, I wouldn't expect it before the end of August at the current pace of testing. If it were released in anything even remotely close to its current state, it would utterly destroy the game, likely for good. They're still getting core mechanics screwed up (regeneration in particular for all classes) and build diversity is actually at an all time low on the PTR, especially with the LoH changes.

    It's going to take a long PTR run to get these things resolved to anybody's satisfaction. And with both Wizards and Monks in one of the sorriest states I've ever seen them in, that's going to take some doing. And the DH, outside of M6, isn't much better off.
    Posted in: Diablo III General Discussion
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    posted a message on Patch 2.1 Demon Hunter Discussion
    Quote from Draco_Draco

    Quote from Squishy Tia
    Quote from Draco_Draco
    Quote from Squishy Tia
    Quote from Resilga

    Any chance they'll get a little more creative with Dexterity or is it now the same thing as Strength for good?

    Feels like a cop-out :(
    Mathematically and logistically, having a 50/50 armor/AR from dex would be detrimental because then you'd have TWO affixes to worry about on gear, and you hardly have room for even one defensive affix out of your primaries, let alone two. The current change at least allows you to get more defense without gimping all of your damage. Be happy for that.
    That's not really true, though. To get the most out of All resist/armor, you want to stick to the thumb rule of getting a 1:10 ratio of AR/Armor (or atleast you used to, maybe the numbers have changed now). So say Dex became 50/50 AR/armor, for a very well geared DH at around 10K dex. You'd have 5K armor, 500 all ress. Solution from here on out would be balancing your affixes - get armor on legs/chest (because it rolls by far the highest on those two), and all resist on shoulders/boots. For monks, they'd focus on getting as much armor on pieces as possible, along with the AR from their secondary resistances+passive.
    In the end, that'd actually make Dex the strongest defensive stat, as you are less likely to hit heavy diminishing returns when it's split 50/50, rather than putting everything into one stat. So... Not detrimental. If you want AR/Armor on every piece just because "I USE BOTH!", then sure, you'll lose damage. But that's just silly. Don't view it as "must get more defensive stats cos I use both", view it as "must balance stats to get the most out of them" :P.
    Alternatively, with dex giving one armor, you can focus purly on AR instead of having to waste extra affix slots doing a balancing act. And given that higher GRs will one shot you anyway, for everything else you'll want to do just that - get the most damage you can while having reasonable defense. 10:1 is the "ideal" ratio, but you aren't going to notice much of a difference if ou have 11k armor and 900 AR.

    Keep in mind that the 4/2 system limitations are what cause this issue in the first place. It'd be a different story if we weren't stuck with 4/2.
    I'm still not sure you understand my point. You keep saying "wasting affix slots", as if you are supposed to get both armor and all resist. Let me explain:

    In a standard marauder T6 build right now, you'll have these affixes open for all resist in most scenarios:
    Legs.
    Belt.
    Boots.

    And that's about it. You'll want vit on shoulders, helm (if not CA damage), bracers, chest, legs, boots, and quiver ideally.
    That being done, it really doesn't matter if you get All resist on the belt, and then armor on both boots and legs, or you get all resist on all 3. It doesn't really let you "focus" on anything. The stats does the exact same, it's just a different name. There would be absolutely no loss or downside to it. Only gain. I cannot understand why you think that there'd be wasted affixes or advanced balancing acts. It's as simple as saying "how many affixes do I have spent on AR now? Cool, take them and get an even spread of armor/AR instead".

    (All this being said, can anyone figure out how the fuck my DH happens to have 461 base-all resistance when the *only* all resistance affix I have is 97 on my legs? 20% from my boar, 10% from perfectionist - still not even remotely close to 461).
    You kind of just proved my point. Because Dex = 1 armor, you can focus solely on AR instaead of having to try to play a balancing game between AR/Armor. With AR/Armor being a 50/50 split per dex point, you'd have to look for both affixes on more than just the three pieces of gear you have available for it now to even remotely balance it out. It's a simplification, pure and simple. Asking for complication just because it's "flavor" doesn't add anything other than needless complexity.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Patch 2.1 Demon Hunter Discussion
    Quote from Draco_Draco

    Quote from Squishy Tia
    Quote from Resilga

    Any chance they'll get a little more creative with Dexterity or is it now the same thing as Strength for good?

    Feels like a cop-out :(
    Mathematically and logistically, having a 50/50 armor/AR from dex would be detrimental because then you'd have TWO affixes to worry about on gear, and you hardly have room for even one defensive affix out of your primaries, let alone two. The current change at least allows you to get more defense without gimping all of your damage. Be happy for that.
    That's not really true, though. To get the most out of All resist/armor, you want to stick to the thumb rule of getting a 1:10 ratio of AR/Armor (or atleast you used to, maybe the numbers have changed now). So say Dex became 50/50 AR/armor, for a very well geared DH at around 10K dex. You'd have 5K armor, 500 all ress. Solution from here on out would be balancing your affixes - get armor on legs/chest (because it rolls by far the highest on those two), and all resist on shoulders/boots. For monks, they'd focus on getting as much armor on pieces as possible, along with the AR from their secondary resistances+passive.
    In the end, that'd actually make Dex the strongest defensive stat, as you are less likely to hit heavy diminishing returns when it's split 50/50, rather than putting everything into one stat. So... Not detrimental. If you want AR/Armor on every piece just because "I USE BOTH!", then sure, you'll lose damage. But that's just silly. Don't view it as "must get more defensive stats cos I use both", view it as "must balance stats to get the most out of them" :P.
    Alternatively, with dex giving one armor, you can focus purly on AR instead of having to waste extra affix slots doing a balancing act. And given that higher GRs will one shot you anyway, for everything else you'll want to do just that - get the most damage you can while having reasonable defense. 10:1 is the "ideal" ratio, but you aren't going to notice much of a difference if ou have 11k armor and 900 AR.

    Keep in mind that the 4/2 system limitations are what cause this issue in the first place. It'd be a different story if we weren't stuck with 4/2.
    Posted in: Demon Hunter: The Dreadlands
  • 0

    posted a message on Patch 2.1 Demon Hunter Discussion
    Quote from Resilga
    Any chance they'll get a little more creative with Dexterity or is it now the same thing as Strength for good?

    Feels like a cop-out :(
    Mathematically and logistically, having a 50/50 armor/AR from dex would be detrimental because then you'd have TWO affixes to worry about on gear, and you hardly have room for even one defensive affix out of your primaries, let alone two. The current change at least allows you to get more defense without gimping all of your damage. Be happy for that.
    Posted in: Demon Hunter: The Dreadlands
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