The Reflect Damage aura graphic is actually quite hard to see in-game. AFAIK they don't scale with the monster models (or my eyesight is really going).
...And did they really just buff Wave of Light again? Not the runes, but 45 to 96% damage as the aftereffect.
- Jaetch
- Wise Elder
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Member for 11 years, 7 months, and 9 days
Last active Tue, Sep, 8 2015 18:35:46
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- 577 Thanks
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Jan 30, 2013Jaetch posted a message on New PTR Patch, New "Reflect Damage" and "Bone Armor" Effects, Class ChangesPosted in: News
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Jan 23, 2013Jaetch posted a message on Diablo 3 Expansion Will Have a Beta, Patch 1.0.7 Notes (Updated 1/22), Black Weapons Staying The Same, StarCraft II: Heart of thPosted in: NewsPlayers should now be automatically healed and have all active debuffs removed upon leaving the Scorched Chapel
Bad move. All I did yesterday was camp by the portal and I never died. Each time I was double-teamed or faced the threat of death, I just warped out and re-entered with full HP. -
Dec 28, 2012Jaetch posted a message on The PVP Blog Is HereIs Blizzard trying to prevent me from quitting the game?Posted in: News
Aw, geez, I would like a few $Ks for my account, though. -
Dec 6, 2012Jaetch posted a message on Diablo 3 [Urban]Dictionary, 2012 SpikeTV Video Game Award, Barbarian Fan ArtDear God, I did not expect the dictionary to make the front pagesPosted in: News
Looks like I'll have to find the time to solicit more material or update it soon. -
Nov 20, 2012Jaetch posted a message on Athene Sets World First Naked MP10 Diablo Kill, Life on Kill, Enemy Hit Points Bug, Blue PostsI still think someone should record themselves soloing Diablo on MP10 with only their tongue and a rubber chicken.Posted in: News
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Nov 19, 2012Jaetch posted a message on Athene Sets World First Naked MP10 Diablo Kill, Life on Kill, Enemy Hit Points Bug, Blue PostsMan, I brought up the topic about Archon and Life After Kill in co-op games way back in August in the BNet forums. Looks it finally made it onto the devs' to-do list. Too bad I don't run LAK anymore.Posted in: News
As for Athene's thing... yet another "world's first" video. Next they should have "World's First MP10 Azmo Kill Without Using a Keyboard or Gaming Mouse" or "World's First MP10 Diablo Kill Blindfolded with Full NV Stacks" or maybe "World's First MP10 Solo Ubers Using Only Your Tongue and a Rubber Chicken." -
Nov 14, 2012Jaetch posted a message on StarCraft 2: Heart of the Swarm Release Date Announced, Poll: Who's the Greatest "Great Evil"?, Fowl Lair (Wheel of Misfortune)Posted in: News
I... look... AMAZ—
... -
Sep 20, 2012Jaetch posted a message on Patch 1.0.5 PTR Patch Notes - 1.0.5 Coming to the PTRTons of things to be excited about. Camping around waiting for PTR to go live so I can check things out myself.Posted in: News
I wonder if we get to keep whatever we find, though... here's to hoping. -
Sep 16, 2012Jaetch posted a message on Scheduled Maintenance, Puzzle Ring - So Many Goblins, Build Diversity & Skill hotswapping. PollI don't mind swapping skills out or not. But I do think if we are allowed to swap skills without penalties, it'll add a little more depth to the game.Posted in: News
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Maybe resources could be the only exception.
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The Item Synthesis System
Inspired by the item recipe systems of MOBA games like Dota and League of Legends, breeding from the Pokémon series, Persona fusion from the Shin Megami Tensei Persona series, and the good ol' Horadric Cube from Diablo II. I wonder how a system creating new legendary items from existing ones could work in Diablo III's environment.DISCLAIMER: This system is 100% fictional and is not a feature in Diablo III: Reaper of Souls.
Originally I started wondering about an item recipe based system when stash space issues became a widespread topic in the community. I then started expanding on it a little more when players started struggling with finding specific legendary items, namely the notoriously rare ones like Wand of Woh or Starmetal Kukri (due to be adjusted in 2.1.2, but they're still going to be the rarest in their respective item types).
So I imagined a system—dubbed the Item Synthesis system—within Diablo III that allowed players to take a bunch of extra legendaries they have in their stash or on their mule characters and combine them into brand new items. These new items could be synthesis-exclusive, or they can be items you find normally through killing monsters and exploration.
Basic Limitations:
The basic system is simply combining two to six items in any order to form a new item.
Starting from triple combinations (three items used in the synthesis process), one “parent” item can be selected as the core, allowing the player to transfer a stat over to the “child” item. A primary stat can be inherited if and only if the child item is allowed to roll the stat naturally (e.g. a child quiver cannot inherit movement speed bonus). Any secondary stat can be inherited (to be discussed).
This will be UI based so the player can make the decision which stat to inherit. Let's say the synthesized child item normally comes with six random properties (four primaries, one secondary, one legendary power). Transferring a stat from a parent item ensures that one of the random rolls will be the inherited stat. The child item can still be enchanted by the mystic.
The synthesized item depends on the order which items are inputted. Its item type is determined by the final item selected in the synthesis process. Basically, when combining five different items, regardless of the order of the first four items, if the final item is a belt, the synthesized item type will always be a belt. But depending on how the first four items are ordered, it may not always be the same belt (to be discussed).
Example:
A player wishes to combine four legendary items: a Mempo of Twilight (helm), a Storm Crow (wizard hat), an Azurewrath (sword), and a Flying Dragon (daibo). The resulting item could be any of the following:
First combo:
(Storm Crow + Azurewrath) + (Flying Dragon + Mempo) =
(legendary sword A1) + (legendary helm A1) = legendary helm A2
Second combo:
(Azurewrath + Storm Crow) + (Flying Dragon + Mempo) =
(legendary wizard hat A1) + (legendary helm A1) = legendary helm A3
Third combo:
(Storm Crow + Flying Dragon) + (Azurewrath + Mempo) =
(legendary daibo A1) + (legendary helm B1) = legendary helm B2
Fourth combo:
(Flying Dragon + Storm Crow) + (Azurewrath + Mempo) =
(legendary wizard hat A2) + (legendary helm B1) = legendary helm B3
Fifth combo:
(Azurewrath + Flying Dragon) + (Storm Crow + Mempo) =
(legendary daibo A2) + (legendary helm C1) = legendary helm C2
Sixth combo:
(Flying Dragon + Azurewrath) + (Storm Crow + Mempo) =
(legendary sword A2) + (legendary helm C1) = legendary helm C3
The final part of the system involves combining six different items. If all six parent items are of the same type and sub-type, the synthesized item has a chance of inheriting the legendary power from one of the parent items.
Example:
A player wishes to combine six legendary bracers: Lacuni Prowlers, Reaper’s Wraps, Trag’Oul Coils, Warzechian Armguards, Ancient Parthan Defenders, and Promise of Glory. The synthesized item will be a new pair of legendary bracers. This pair of bracers will come with its own unique power, but it also has a chance to inherit the legendary power from one of those parent bracers. There is a chance that no legendary power will be inherited. There is also a chance that a legendary power will be inherited and still be nothing as Lacuni Prowlers does not have a true legendary power.
Additional perks:
Using ancient items in the synthesis process increases the chance for the child item to be ancient, as well. The more ancient items used in the synthesis, the more likely the child will be ancient. If no ancient item is used, the chance for the child to be an ancient item is standard.
Synthesizing rare items (at least those weighted to be more rare through drops) will involve combining one or more rare items in a given recipe. The idea here is that if you cannot find a specific rare item, maybe you had the luck of finding another type of rare item. Some people just don't need Lacuni Prowlers, but they really want a Witching Hour. Perhaps a Witching Hour can be synthesized using several legendaries, including Lacuni Prowlers.
Discussion Stuff
My clan mate ChangBooster took some time to address some of the craziness involved with this system. This is, after all, incredibly broad and bare so there are definitely tons of overlooked concerns. Some things are feasible, others not so much (in fact, not at all), such as having a different synthesized result for every single combination.
Just to give a better picture of things, in a six-item combination, given that the sixth item is locked in place, there are 120 ways to combine the first five items. And that's just for six legendary items. There are nearly 400 unique legendary items in Diablo III. And we're talking two-item combinations, three, four, five, six. And we're not even talking about potentially using synthesis-exclusive items as combination fodder themselves. Does anyone want to calculate how many combinations there are, if there are no repeated results? It's a big number. As a result, there must be duplicate results for different combinations.
So here's ChangBooster's first concern:
Moving on, his final concern is this:
This is a situation where the proposed solution could in fact make the original problem even worse!
But those were ChangBooster's thoughts. What do you think?
I have some of my own concerns, too, such as whether or not making any secondary stat transferable to a synthesized item. It could be ridiculous. Having max resources in all 13 item slots? Having chance to freeze, blind, stun, etc. on all pieces? Sounds fun, but it could be game-breaking.
Again, this is just a Christmas wish. Could be something worth exploring. Could definitely be tweaked and adjusted, and definitely simplified a little.
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I cleared GR43, no Conduit, without using an immunity amulet nor Etlich. I had 8 million fully buffed toughness.
Basically YOLO. Glass Cannon, all DPS.
I'd use the Mara's. It's better than what I have (int, 8X% CHD, 9.5 CHC, socket). You can at least roll off the intelligence on yours for fire. The DPS amulet I use is a generic Squirt's Necklace with 20% fire, 99% CHD, 10% CHC, socket.
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Thanks for sharing, Booz.
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You would never not want a socket on jewelry nowadays.
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Raekor barbarian or Firebird wizard for T6 (no other class or spec come close for mobility and kill speed).
Tiklandian Fear WD or zDPS crusader for any group Greater Rift (latter is highly desired because it's a major L2P support spec).
Except if you build the latter two, you can't farm on your own unless you run a hybrid pet doctor. But even then if you just want to farm T6, a Firebird wizard or Raekor barbarian would be your best bet.
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Those Furnaces. You know I struggled mightily trying to get to GR43 and that was while using my 3500 DPS, minimum elite, no vitality Furnace.
Get Firebird gloves with CHC/CHD/vitality. Yours are not worth looking at nor using.
Get the Firebird chest and switch RoRG with a fire SOJ (toss out the int for CHC/CHD).
Toss out your Bane of the Powerful for a Bane of the Trapped. You're losing massive DPS.
Toss out the BT belt for Witching Hour. If you don't have one, go find one. Yes, that means dropping the BT bonus. You don't need it.
Beyond that is L2P. The gear as it stands should let you clear GR38-39 minimum.
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The first time I tried the PTR when it went live I was attempting GR46 and GR47. I didn't clear them on time because of the Firebird bug (huge DPS loss), but at least they're doable.
Just waiting on the next PTR patch and see which bugs get fixed and which updates go through.
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I get that with all the talk about "L2P" and how it isn't that difficult to clear GR38+ with average Firebird gear, one of the biggest obstacles some players face is obtaining those GR38+ keys, especially players who run virtually 100% wizard in all their play time.
So for the solo players who cannot employ the services of a team or use a geared M6 DH to solo the trials, here's probably one of the better options:
Demo:
Spec:
http://us.battle.net/d3/en/calculator/wizard#PliNSO!YWXR!YZccbY
Core gear:
- Smoldering Core
- Five Firebird pieces (helm, shoulders, gloves, pants, boots)
- Ring of Royal Grandeur
- Cindercoat
Recommended gear include a fire/CHC/CHD/socket amulet either as part of the Endless Walk set (Traveler's Pledge, Compass Rose) or a Hellfire Amulet. If not the Endless Walk set, then another high DPS ring, such as a CHC or CHD fire SOJ.
You want as high fire DPS as possible. No need to worry about elite damage in a Trial Rift.
Optional items include Reaper's Wraps for AP management. It really helps toward the higher waves when enemies don't die after a few Meteor Shower casts.
Notes:
The spec is pretty gear intensive. I tried with lesser gear before and the keys obtained were in the mid-30s, like 36/37 pretty consistently. Somewhat more optimized gear and extra Paragon points can push a little further. In a batch of 10 Trials, I obtained one GR40 key, four GR39 keys, four GR38 keys, and one GR37 key.
RNG obviously plays a factor. If you get Golgors, Exorcists and Armaddons late (e.g. wave 40+), it gets really difficult because of their natural high HP. Also, it's not possible to perma-lock enemies at higher levels simply because of AP issues. As soon as you miss a Meteor cast, mobile enemies like Exorcists, Phasebeasts, Winged Assassins and Lacuni Huntresses will scatter in every direction.
I would advise watching the video because it's easier to show than explain how the Trials go. It's a little L2P, but it's pretty straightforward.
Early waves (<30) can be completed with just Mammoth Hydra and scattered casts of Meteor Shower. A periodic Spellsteal helps. Cast Blizzard wisely because it's AP-intensive.
Mid waves (30-35) will require the mix of Spellsteal and Blizzard to hold enemies in place and buff subsequent spells. I usually prep with Spellsteal before Blizzard a split second before the wave starts to hold enemies in place.
Late waves (36-40+) will require all of the above with much more aggressive casts of Meteor Shower, repositioning of Hydra, character repositioning, as well as the utilization of health globes if Reaper's Wraps are included.
If anyone out there has similar gear and obtained low to mid GR40 keys, let me know if there are any changes you recommend.
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Devs already confirmed that the goal is to improve on the underused sets (like adding 6-piece bonuses). For wizards those would be Tal's and Vyr's, so we'll see how those get adjusted in the future.
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I'm pretty much done for the night after reading this:
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I fell from #6 to #10 in a month, so there was my excuse to start soloing again. The Top 50 or so normally don't move too much other than the same people leapfrogging each other once in a while. It'll be tough for anyone to top yours unless they go for GR43+. I did start to pressure my clan mates to hit Top 100 lately, so there's some movement there.
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Deleted the other thread for duplicate.