Yes! Nice catch. Updated it, along with some other smaller things. Also updated the Diablo guaranteed legendary.
I'm still not sure what the hotfix means saying "Skills that deal Physical damage should no longer benefit from items that increase elemental skill damage." - if anyone has info about this please let us know. I hope it fixes the black weapon issue for +damage to physical skills, but no confirmation from any US player yet. I'll not change anything until I know for sure.
- 3/11/2014 8:11:30 PM Posted in: Diablo III General Discussion
3/11/2014 8:01:19 PM
Oh one thing I should add though. You ask if you should "trust your gut" and the answer is: yes. I feel that sheet DPS, calculators, or theory, are often negligible since 2.0.1 - I just try stuff out and when I feel that a particular setup worked better on a couple of average runs (including some average elite packs, they're the real benchmark) then the I will stick to that setup. You can also do the "real DPS test" with Ghom on a fairly high Torment level. I usually just enter Keep level 3, there's often an elite pack, it works well as a test to see if a build or gear setup is working.Posted in: Wizard: The Ancient Repositories
The reason why my "gut" told me that my weapon is superior is not only because it has more damage - it's also because it has life steal. And since I'm usually playing T4+, life steal is just too nice to give up (I like facetaking elite packs).
3/11/2014 7:43:05 PM
The only reason why I could imagine you getting more cold damage is that the freeze effect of Azurewrath triggers Cold Blooded more often. Otherwise the yellow weapon is superior in raw DPS (which does not mean it's the better weapon in terms of gameplay).Posted in: Wizard: The Ancient Repositories
Not really sure if it is of any help, but in case you haven't seen it already, in the FAQ there's some explanation about elemental damage and a link to further information:http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/82430-2-0-1-frequently-asked-questions-and-transition-to#elemdmg
I'm in exactly the same boat as you, I get the same damage loss from my Azurewrath, and decided it's not worth it. The freeze is amazing on white mobs, but the real deal are elite packs and their CC diminishing returns just make the freeze nothing but a joke in tough fights.
3/11/2014 4:44:40 PM
LOL nice one. I guess Point of no Return rune, right? Does it stack? I feel that none of the Slow Time bonuses stacks, so it's a nice feature but doesn't really benefit from anything. Or did you experience something different?Posted in: Wizard: The Ancient Repositories
3/11/2014 4:43:04 PM
I'm not sure what it does, I'm on EU so I have to wait for another day, and to be honest my favorite class doesn't have any physical damagePosted in: Diablo III General Discussion
I guess it's just "fixing" the issue that when having "+% damage to physical skills" items you needed a non-elemental weapon in order to receive the full bonus, but it's just a guess. Would be nice if someone could confirm.
3/11/2014 3:45:25 PM
Posted in: Diablo III General Discussion
If it takes ages for you on T6, then you're too slow and will neither get lots of XP or lots of legendaries. We did some extremely fast T6 runs earlier this week - but the group composition was just perfect to yield us insane XP and lots of legendaries (I found more in those 3-4 hours of farming than on some entire days before). We tried the same yesterday - it was just too slow, netting both only little XP and due to the slow killing speed probably also not a lot of legendaries. It was fun for a couple of runs just because of the T6 challenge, but we then lowered it to T5. Today I played T1 with my friends to kill the Skeleton King on all twinks before the patch tomorrow. We then ran act 3 in Normal - just because we had to finish it for one character to reset and didn't want to waste time before the football match @television started.
There's a sweet spot to get both XP and legendaries, and that's what I prefer the most. It completely depends on the group - sometimes it's T3, T4, T5, and in some rare cases may even be T6 (wizard power). With some of my twinks it's rather between Master and T3. Still, I just switch all the time; playing on one difficulty in one area with one build all the time is extremely tiresome for me. I love that the new difficulty system offers something for everyone; it's not simply "get to MP10 or feel like you're totally gimped". I see many T6 capable players just running T1 for fun. That's what it's supposed to be.
To all those incentives for difficulties we'll see a new one in RoS: gold. Where can you get the most gold? Because at some point some people will run out of gold, and without any means of gold trading it will not just be about experience or items, but also about how to get those coins to feed the Mystic. It's a great time to play Diablo! ;-)
3/11/2014 9:48:56 AM
Posted in: Wizard: The Ancient Repositories
In my opinion, yes they are. I don't think we need fewer spenders. Actually, I've seen the opposite in beta; people asking for more spenders. Buffs or support spells are usually cast and then you forget about them, like armors or Force Weapon and Familiar. Spenders have a great variety because of their absolutely different mechanics.Quote from cmagik
I suppose if you've read this far you get the point. So what do you think? Are wizard good as they are now or not?
Just an example: don't you dare to ask for a removal of Wave of Force :-)
I absolutely love that spell, all its runes, I used to run this for 80% of the time during beta (and expect to go WoF again come RoS).
I don't care too much for all the different "support spells" we have, but I love to switch that one spell I cast all the time often, and it's awesome to have this variety right now. I don't wanna run the same build over and over and over again.
Also, some of the spells you listed are not always spenders but can be turned into support spells (e.g., Meteor with cooldown rune).
3/11/2014 9:07:12 AM
Thanks! Awesome, added.Posted in: Diablo III General Discussion
3/11/2014 8:18:09 AM
The stat caps were only introduced for a couple of weeks, and afaik never even made it into any playable build. It was more a theory in October 2013, IIRC. As such, I wouldn't put it in, it would just lead to even more confusion and discussion. There are no caps at all except for the 25% movement speed; all other caps are "soft caps", i.e., it's only capped because you can't go higher than, for example, 70% cooldown reduction (afaik). I'll see if I can embed this information somewhere at some point. Paragon traits fall into the same pool as gear, i.e., paragon movement speed does not go beyond the 25% gear cap.Posted in: Diablo III General Discussion
That website is insane, but I am super curious why this information is accessible through the API, but nowhere in the interface. Do you know the creator? Unfortunately there is no email address, I'd love to contact him. It's certainly something I should include, it's on my todo list. About the quest reset thing - as it's stated in the text: "in order to get this drop, you need to hit the "Reset Quests" button, and you can only reset the quests if you finished every single quest in the game." So yeah, it makes no difference when they move it to Diablo :-)
About primary vs. secondary stats - great idea. Do you happen to have that link somewhere? I don't remember seeing this. Would certainly add that.
3/11/2014 7:14:02 AM
Actually, I might be incorrect on this one, as someone just quoted a bluepost saying that re-rolls depend on item level, not character level.Posted in: Diablo III General Discussion
I guess the reason why level 60 weapons went up to 2500 DPS is because of the up to 50% enhanced damage. I'm gonna change that accordingly.
So nope, Minon, don't quote me on that ;-)
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