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    posted a message on Help me catch up on the changes...
    So I took a break from playing D3 last fall... sometime after patch 1.0.4, when they added the Paragon levels. I was thinking of getting back into it, but it seems like there have been a lot of changes and the amount of stuff I have to catch up with is sorta overwhelming.

    Can anyone give me an idea of the major changes I need to learn about, stuff that's been put in over the last 6 months or so?
    Posted in: Diablo III General Discussion
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    posted a message on Split the game up into servers
    Quote from Kyoob

    I don't think economics function like this. If you have more ppl playing the game, sure, the amount of items get higher, but the demand for items also goes up, and they should be proportional (the ratio is affected by more effects, but lets not get deep into theory and assume that all gamers playing D3 are equal in every way). So, if I understood it correctly, it should not matter how many players are playing in one region.

    Right.
    Posted in: Diablo III General Discussion
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    posted a message on You tell me not to swap - I spend 250mil on MF gear - you remove MF...i want to cry.
    I'm confused whether the OP thought that the gear he currently has, with DPS + MF, was basically going to be his endgame set for all time, even though the game has only been out a few months. If the goal is to keep playing this game for years and years, I'm not sure I would be heartbroken to find out I still have a goal to work towards.

    Under the old system, regardless of your class, build, or playstyle, MF was the one stat that every single player was obligated to maximize, no matter what they decided to do with their other stats. I can see why Blizz wasn't thrilled with that sort of design.

    If you have a full set of gear with great DPS and MF, you were way way ahead of the game, and you are still way way ahead of the game. I guess the idea is that in a couple months everyone will be at paragon level 100 and all that MF will be completely useless. I don't think that's actually how it's going to be.
    Posted in: Diablo III General Discussion
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    posted a message on PC > 930 dps Cer Knife, 150 int, 13 mana regen, socket
    Thanks for the reply. Maybe I will hang onto this one until 1.0.4 when (hopefully) the WD class will be a little more popular!
    Posted in: US Servers Trading
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    posted a message on RNG in D3 is not true random
    I think Kripparian's video, which someone linked on the first page, explained it really well. In a world where 50% of the drops were what we consider "good" right now, your standards for what counts as "good" would go way up, to the point where you wouldn't consider most of those drops "good" any more.

    If a great item somehow dropped every 10 minutes, you wouldn't be able to sell a single one of those items on the AH. No one would bother to buy them, because all they have to do is play for 10 minutes to get a great item on their own.
    Posted in: Theorycrafting and Analysis
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    posted a message on PC > 930 dps Cer Knife, 150 int, 13 mana regen, socket
    One more bump and then I might have to give up on this one. Maybe it's not as good as I think?
    Posted in: US Servers Trading
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    posted a message on PC > 930 dps Cer Knife, 150 int, 13 mana regen, socket
    Help a newbie out with this PC...
    Posted in: US Servers Trading
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    posted a message on PC > 930 dps Cer Knife, 150 int, 13 mana regen, socket
    Not sure yet if I plan to sell or keep, but anyone have an idea as to value?

    Posted in: US Servers Trading
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    posted a message on Diablo3 Effective Health Pool Calculator


    Many people (I am one of them) do not think dodge should be included in effective health because of its random nature. Similarly the block estimation is completely reliant on the number you enter for incoming damage, and the block% chance itself is again random. The EHP you get from armour or health is "always on" and the benefit from it is generally linear and predictable. This is what "hard" EHP is to many people, formulaic and predictable, not RANDOM.

    Thanks for the response. I'm familiar with what you're saying in the context of a game like WoW, where the issue is basically how big a hit you can take before the healers heal you to full yet again. In D3, maybe it makes a difference whether you're running a loh-heavy build (which looks something like WoW, in that you're constantly taking damage and then healing yourself up again) or a mitigation-heavy build where your healing is limited.

    In WoW, the problem with avoidance is that if you can mitigate a boss's hits down to 100k damage, but you only have 95k hp, it doesn't matter if your avoidance is 99% - eventually that boss is going to get a lucky roll and one-shot you, ergo you can't tank it at all. But if you're taking a large number of smaller hits, it feels weird not to include your 99% dodge chance - if you dodge 99 attacks and take full damage from the 100th, that still has a lot of value. So maybe it's all situational and somewhat build-dependent as well... which makes it good that the tool displays 4 numbers, so people can draw their own conclusions. Again, thanks for the post.
    Posted in: Theorycrafting and Analysis
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    posted a message on Diablo3 Effective Health Pool Calculator
    I'm confused by seeing four numbers at the bottom of the display. Is there a reason I would want to use any number other than "EHP with dodge & block"?
    Posted in: Theorycrafting and Analysis
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    posted a message on When does farming with no MF > with MF
    Quote from Vuron


    Since we recently learned that MF also effects the chance for greater # of affixes, this calculation is out the window.


    Where did we recently learn this?
    Posted in: Diablo III General Discussion
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    posted a message on Does this Crumbling Ruins tip still work?
    I've seen a number of guides that give the following advice for the Crumbling Ruins:

    1. Zone in
    2. Immediately portal to town
    3. Port to the closest waypoint and run back
    4. Skip as many mob packs as you can to beat the timer
    5. Once you've cleared the treasure room, use your town portal to get back inside and clear all the elites like normal

    The idea behind the concept is that the timer supposedly doesn't run unless you're inside the zone, so you can town portal and run back without your time ticking down. But when I tried this the other day, by the time I got back to the zone my time was half gone already.

    Does anyone know, was this trick nerfed or did I do something wrong?
    Posted in: Diablo III General Discussion
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    posted a message on Help with Inferno Act II
    Interesting points... I hadn't thought of it that way. Do others agree with this perspective?
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Help with Inferno Act II
    Maybe I'm just a bad player, but I've been in Inferno for several weeks and I'm still struggling bigtime. I had a bad enough time getting through Act I (at least now I can do a Skeleton King run without dying, usually) and Act II turned out to be a complete slaughter. It took me like a dozen deaths to make it through to Maghda, and every time I tried a cave I was getting massacred.

    I tried to gear for a mix of offense and defense, but it seems like every little thing that takes a swipe at me in Act II takes like 3/4 of my life off. My attempts at kiting elite packs look more like running around like a chicken with its head cut off. What was really disappointing is that I got a monk to 60 the other day, bought some cheap gear at the AH, and was able to immediately plow through Act I mobs without a scratch. Is WD just a much tougher class to play?

    Here are links to my stats and stuff:

    Stats: http://i46.tinypic.com/11u9u6t.jpg
    Gear: http://i47.tinypic.com/ztsyh3.jpg
    Build: http://us.battle.net...UXiR!bWV!aYcbcZ

    Am I missing something major? Am I just not cut out for the kiting lifestyle? Help!
    Posted in: Witch Doctor: The Mbwiru Eikura
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