How worth it would it be to grab elite kills from like... VoA for NV?
I don't think it would be too beneficial - only because the best way to farm this is on mp10 and ignore elites completely because they slow you right down. I would say if you had ELITE gear it would definitely worth a look to get the 5 stacks
That's definitely how it works right now, but keep in mind that the NV bonus to exp mechanics has been reworked in 1.0.8; it is now multiplicative instead of simply additive.
What this means is that (with all the standard bonuses of hellfire on self and follower and 31% ruby in helm), on MP10 running on NV0 vs NV5 would mean a difference of 683% vs 1195%.. almost double.
So I guess what this means (roughly speaking) is that if more than half the time of your run is spent getting that 5 NV, it's not worth it, but if it's say a quarter of your time, then that's time well spent - you don't really need elite gear for this.
Also the new NV mechanics result in running MP6 at full NV (679%) being comparable to running MP10 with none, so something to consider if you're not breezing through MP10 yet
Is anyone actually looking forward to the different PvP system they're putting in? Because I am!
I like that they're going for something different to the whole arena style PvP. It looked like great fun at Blizzcon, but it just seemed like the easy way of dealing with PvP (let's just chuck an arena in there, that will make them happy!). It will be interesting what they come up with
I pretty iffy on dueling being brought back, but only because of how the classes are at the moment (that's assuming they won't change the classes with or before the patch). Buuuut I won't lose any sleep over it!
And please, let's try and not turn this into a "blizzard isn't what they used to be" discussion.
I'm interested in what they come up with as far as "PvP with PvE elements and rewards" are concerned.
The different modes might also encourage the use of certain skills that are denied currency due to the present fast-paced, always-on-the-move nature of the game, for example Monk's inner sanctuary and Barb's earthquake in capture the flag scenarios.
is stacking tribal rights and unstable realm overkill?
that's up to your playstyle really, but fyi the legendary ceremonial knife Last Breath has a 15s cooldown reduction for Mass Confusion (effectively the same as unstable realm) so you can consider getting one.
'community' will roar against soulbind items. soulbind-for-n-hours change wil come soonish
unfortunately I don't see account bound for a limited time being a solution - for the TW market at least, since the main problem lies with commodities, especially gems.
Currently on the TW server, radiant stars are only about 2-3 mil, about the same price as flawless stars(!)
You do the same amount of damage in all MP levels.
You can handle the incoming damage in all MP levels.
Length of runs are directly correlated to Monster Health.
I think MP4 or MP5 is the sweet spot.
When you take the increase in health, and divide it by the bonuses you get with each MP, MP4 and MP5 get roughly the best bonuses. After that, the health of the monsters scales up far more than the additional bonuses.
Sorry, not quite sure what you're getting at here. The increase in health is a multiplied percentage bonus i.e. HP' = HP*Bonus/100 whereas the other bonuses you mention are an additive/added percentage bonus i.e. MF' = MF + Bonus; Items' = Items*(1+BonusItem/100)
I believe an apt formula for loot efficiency comparison (with your assumptions) would be
[(1+BonusItem/100)(1+(BaseMF+BonusMF)/100)/(BonusHealth/100)]
In which case you'd see the following (MF = 0 and 300 resp.):
MP Level MP0 MP1 MP2 MP3 MP4 MP5 MP6 MP7 MP8 MP9 MP10
Efficiency 1 0.84 0.72 0.63 0.55 0.48 0.41 0.35 0.29 0.24 0.204
Efficiency 4 2.86 2.16 1.7 1.38 1.12 0.9 0.73 0.58 0.47 0.378
which shows diminishing returns in efficiency for higher MP's.
The only way in which higher MP's would be better for loot and xp in terms of efficiency are when your damage is high enough that your kill rate no longer scales with monster health (i.e. you one shot all mobs)
In case my previous post wasn't clear, based on staticstics there are no inflection points for legendaries. The increased drop rate is linear with increasing MF.
Nope - wasn't quite clear. Have you read section 6.3 of the "Magic Find and its efficiency: A statistical insight" post on this site? The chart there does not look linear to me. It looks like increased MF increases your chances of finding a legendary exponentially.
Are you sure you read that section right? From the post:
This section is based on the following assumptions:
The base drop chance of legendary items is equal for all drop-slots and can be explained by the formula [ Y = 1/1000 * (1 + MF/100) ] for various MF levels (Y = nominal drop chance).
very nicely done, though I do have one question: how are indirect skill effects (tornadoes from monk's sweeping wind - cyclone, lightning bolts from wizard's storm armor - SA, smaller tornadoes from barb's whirlwind - dust devils etc.) factored in?
I continually get the error regarding this 10 post system when I'm not even posting any URLs in my message bodies. I'd say this system is getting a whole lot of false positives. It's hard to reach ten posts when the system mistakenly refuses to let you post even if you aren't doing something the system is supposed to block.
Edit: Holy crap, this is the first post that's worked in two weeks. Yay.
you probably were using smilies in those other posts .. those are considered URLs []
So that's what it was! You know, someone should really look into changing this. It poses a rather unreasonable hindrance to new posters, not a good thing for community growth
So, to bring monster damage back in line with our original goals for the system, we're implementing a hotfix that will reduce the scaling bonus to monster damage in Inferno difficulty by approximately 25% for all Monster Power levels.
From the developer journal:
As it happens, we’re going to reduce all damage in Inferno by at least 25%.
If two players are in a co-op game, the order in which they apply their stuns doesn't generally matter
Modified Example 4:
Scenario 1
Player 1 applies a 1 second stun, it lasts 1 second. Monster has 10% CC resistance.
Player 2 applies a 6 second stun 1 second after the end of the Player 1 stun (10% CC wears off), it lasts 6 seconds. Monster now has 60% CC resistance.
Total duration of CC:7 seconds
Scenario 2
Player 1 applies a 6 second stun, it lasts 6 seconds. Monster now has 60% CC resistance.
Player 2 applies a 1 second stun 1 second after the end of the Player 1 stun (monster now has 50% CC resistance), it lasts 0.5 seconds. Monster now has 55% CC resistance.
Total 6.5 seconds
The difference is 0.5 seconds, which could potentially mean the difference between life and death. Thoughts?
1
That's definitely how it works right now, but keep in mind that the NV bonus to exp mechanics has been reworked in 1.0.8; it is now multiplicative instead of simply additive.
What this means is that (with all the standard bonuses of hellfire on self and follower and 31% ruby in helm), on MP10 running on NV0 vs NV5 would mean a difference of 683% vs 1195%.. almost double.
So I guess what this means (roughly speaking) is that if more than half the time of your run is spent getting that 5 NV, it's not worth it, but if it's say a quarter of your time, then that's time well spent - you don't really need elite gear for this.
Also the new NV mechanics result in running MP6 at full NV (679%) being comparable to running MP10 with none, so something to consider if you're not breezing through MP10 yet
Edit: The formula used is the one here:
Originally Posted by Lylirra (Blue Tracker / Official Forums)
0
This sounds too much like the current Wave of Force.
Excellent ideas across the board at any rate. I especially like the suggestions to Ray of Frost.
0
I'm interested in what they come up with as far as "PvP with PvE elements and rewards" are concerned.
The different modes might also encourage the use of certain skills that are denied currency due to the present fast-paced, always-on-the-move nature of the game, for example Monk's inner sanctuary and Barb's earthquake in capture the flag scenarios.
0
well, this thread was made before the game was released.. not sure why the "second wind" out of the blue
0
that's up to your playstyle really, but fyi the legendary ceremonial knife Last Breath has a 15s cooldown reduction for Mass Confusion (effectively the same as unstable realm) so you can consider getting one.
0
A black weapon is one that has only "white" damage i.e. does not have any +elemental damage, for example Echoing Fury's
The relevance of this is for damage from +% elemental damage properties on items, which only scale from the "white" damage on items
0
unfortunately I don't see account bound for a limited time being a solution - for the TW market at least, since the main problem lies with commodities, especially gems.
Currently on the TW server, radiant stars are only about 2-3 mil, about the same price as flawless stars(!)
2
Sorry, not quite sure what you're getting at here. The increase in health is a multiplied percentage bonus i.e. HP' = HP*Bonus/100 whereas the other bonuses you mention are an additive/added percentage bonus i.e. MF' = MF + Bonus; Items' = Items*(1+BonusItem/100)
I believe an apt formula for loot efficiency comparison (with your assumptions) would be
[(1+BonusItem/100)(1+(BaseMF+BonusMF)/100)/(BonusHealth/100)]
In which case you'd see the following (MF = 0 and 300 resp.):
MP Level MP0 MP1 MP2 MP3 MP4 MP5 MP6 MP7 MP8 MP9 MP10
Efficiency 1 0.84 0.72 0.63 0.55 0.48 0.41 0.35 0.29 0.24 0.204
Efficiency 4 2.86 2.16 1.7 1.38 1.12 0.9 0.73 0.58 0.47 0.378
which shows diminishing returns in efficiency for higher MP's.
The only way in which higher MP's would be better for loot and xp in terms of efficiency are when your damage is high enough that your kill rate no longer scales with monster health (i.e. you one shot all mobs)
Edit: Clarity
0
Are you sure you read that section right? From the post:
That relationship seems pretty linear to me..
0
0
So that's what it was! You know, someone should really look into changing this. It poses a rather unreasonable hindrance to new posters, not a good thing for community growth
0
From the developer journal:
Edit: For clarity
0
Modified Example 4:
Scenario 1
Player 1 applies a 1 second stun, it lasts 1 second. Monster has 10% CC resistance.
Player 2 applies a 6 second stun 1 second after the end of the Player 1 stun (10% CC wears off), it lasts 6 seconds. Monster now has 60% CC resistance.
Total duration of CC:7 seconds
Scenario 2
Player 1 applies a 6 second stun, it lasts 6 seconds. Monster now has 60% CC resistance.
Player 2 applies a 1 second stun 1 second after the end of the Player 1 stun (monster now has 50% CC resistance), it lasts 0.5 seconds. Monster now has 55% CC resistance.
Total 6.5 seconds
The difference is 0.5 seconds, which could potentially mean the difference between life and death. Thoughts?