11/18/2012 12:11:32 PM
You can see when he stands up at one point, he had shorts on IRL. Doesn't count.Posted in: Diablo III General Discussion
11/7/2012 1:55:09 AM
Posted in: Demon Hunter: The DreadlandsQuote from bnn
^ nat boots + witching hour aswell, too much all res, too little damage..
I will never be able to afford that kind of gear. 500% crit damage with a 2 hander.
11/6/2012 8:08:13 AM
The difference isn't between projectiles made by you and by the game, it is between properties of the attacker and properties of the defender. The life steal is something you as the attacker apply, so it gets applied when you fire the shot. Defensive abilities (like smoke screen) are applied by the defender, so it gets applied when the attack hits. It works exactly the same if a monster is defending: if you fire a slow moving projectile at a monster and then it activates shielding while the projectile is in the air, it does no damage.Posted in: Demon Hunter: The Dreadlands
The Caltrops rune is an interesting question. Normally I would say it is a property of the attacker, and gets applied when you fire the shot. But the way sharp shooter worked (projectiles in the air loose the crit chance one second after you get a crit) implies it would be the other way around. Testing would be difficult though... 10% crit chance would take a large sample size to be sure.
10/23/2012 7:19:26 AM
Posted in: Diablo III General DiscussionQuote from Slandor
What you are forgetting in the monster hp discussion: in act1, in addition to gaining health for MP, monsters also gain health for being level 63 instead of 61 when you are switching on monster power. You'll also gain much more than 10% more exp, because level 63 monsters are worth much more than level 61 monsters.
To make it short: you can't really include MP0 in those tables for act1 and 2 (the items will also be significantly worse because they'll only roll level 61/62 affixes if you play without MP in act 1 and 2).
That's absolutely true, if you want to do Act 1 or 2 you definitely want MP1. That doesn't mean MP0 Act 3 wouldn't still be more efficient though.
10/23/2012 6:23:29 AM
Posted in: Diablo III General Discussion
I can't say I'm positive MP1 is 150% of MP0 and not 100+150=250%. It would fit better with the pattern (which seems to be +50% of the last level) and with my experience (MP1 doesn't seem like things are more than twice as hard to kill than MP0).Quote from RockmanDoom
I will just say this, if the Blizzard calculations is "150% of", not "150% increase to" health, then the other guy is right. If its the other way around, I am right about the monster power sweet spot, and the data I gathered seemed to support my theory.
In terms of keys and extra items, correct, I am not factoring those things in. I am just talking about very basic % bonuses based on the chart Blizz provided. For me, I find it useful, since my character is not steamrolling the content, "knowing" that MP3, MP4 is the most bang for the buck is good to know. Maybe it will be for others.
Again, if someone can provide confirmation of the health % increase and how it works I would love to know.
However, even if I'm wrong, that just makes your chart even LESS accurate.
I'm saying MP0 has the lowest HP/loot. If you increase the HP of all the others, it just makes their HP/loot higher, and so MP0 becomes comparatively even better.
10/23/2012 6:18:20 AM
Posted in: Diablo III General Discussion
If you look at my charts, we pretty much agree, at reasonable PL or MF levels, and with NV, you should stay on MP0 till ~15% time in combat or less (meaning 85% time running or higher).Quote from GalZohar
With how things scale, you need to have >90% (by how much depends on other factors like paragon level and gear bonuses and what you actually care about the most) of your time spent moving between monsters rather than fighting them when playing at MP0. That is in order to even think about raising it beyond MP0. So unless you have a lot of DPS and slow movement speed, there is little point raising monster power for XP and MF. Keys are a different thing, though, as for the first few MP levels the key drop chance out-scales even just the raw monster HP, and due to time spent moving obviously the time it takes you to complete a run scales more weakly than the monster HP scaling.
By the way, there is already a thread about this topic right here:
If you look hard enough you'll find the excel file I posted that takes everything into account, and the only challenge is to figure out what number to put into the %time spent running (especially if you're a sprint barb that runs and fights at the same time but has to go back and fight again if he doesn't have enough damage), and how to factor XP vs MF vs key efficiency, as you can often only maximize one at a time (though xp and MF efficiency are often close, unlike key efficiency which is usually far off).
Btw, your download links over on the other thread are all dead, so I couldn't actually look at your chart to compare.
10/22/2012 10:54:43 PM
And here is XP and Keys. As I said earlier, keys are the one thing the average person will want an MP higher than 0 or 1 for.Posted in: Diablo III General Discussion
10/22/2012 10:53:19 PM
OK, I decided to see if I could do a more useful version of this chart.Posted in: Diablo III General Discussion
To take killing speed into account, I added "% time spent in combat at MP0" as one axis of the chart.
This is assuming that the time spent in combat increases proportionally to monster health (not the % time, the actual time).
With that as one axis and base MF/GF or XP as the other, I didn't have space to show an efficiency comparison among the different MP levels, so I just list the optimal MP.
10/22/2012 9:12:43 PM
Let me keep this simple. Ignore NV, and PL, and gear.Posted in: Diablo III General Discussion
You have a base 100% experience gain, and 100% magic find.
Add those in to your chart above, and you get:
Clearly, MP0 is best. Adding NV or PL only increases the effect.
10/22/2012 8:07:07 PM
Your calculations are flawed. You are counting the bonus experience/gold find/magic find as though that is all there is.Posted in: Diablo III General Discussion
Assuming a ruby in your helm, 5 NV stacks, and a decent paragon level/MF gear, your starting stats probably look like
so in your chart instead of xp going 10, 20, 30, 45, it should go 210, 220, 230, 245, same for MF/GF.
If you make that change it becomes pretty clear that you should just stay in ML 0 for everything.
Even if you assume you are naked with no NV, the base 100% experience gain and magic find you have would make the optimal ML be 0.
However, that is assuming you spend 100% of your time dealing damage to monsters. The reason higher monster levels can be beneficial is because more time spent killing each monster means a lower percentage travel time. Even then, most people are probably best off in ML1 or ML2... the only real reason to go higher is for keys (which really do roughly follow your xp chart, making the best ML 3 or 4) or just because it's fun.
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