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    posted a message on New SoJ a alternative for Focus/Restraint for UA

    I don't have the answer BossBabaPanda, but I am also curious and would like to contribute to the precision of the question. I assume that the discipline bonus is additive, and that the 15% for each point of extra (soj & manald) discipline is a percentage increase relative only to the base damage, not relative to the damage as already modified by the discipline you had before equipping the rings. Furthermore, that the focus & restraint buffs are multiplicative with -both- the damage from discipline (ofc w/o manald&soj) and with each other (given 100 dps, 2x50% is not 200 dps but 225, etc).


    In short, more discipline is more of the same, while focus and restraint is threefold multiplication. My intuition tells me F&R will be better, but I can't check since I'm at work and can only play by forum proxy.


    Edit: It seems Kuristina beat me to it and provided a convincing answer. +1

    Posted in: Demon Hunter: The Dreadlands
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    posted a message on season 2 drop rates

    Do not trust whatever humans have to say about probability in an immersed context in which they have an interest in the outcome. The fallacies are everywhere, even apparent paradoxes. Graduate students in statistics are easily stumped if you transpose the problem into a practical context. It's part of how our brain works. At the most general level, the problem here is the change in perspective that comes when you've gotten the first rush of upgrades. Considering this, the drop rates are in my opinion way too high. When starting the season, all of us had a workable build within the second night (on hardcore even, where you take things more slowly).


    From the perspective of getting the rudimentary gear required to enable a build, i.e. all set pieces with any roll, the drop rates are such that it doesn't feel like an accomplishment but rather something you are entitled to upon reaching 70. From the perspective of getting that exact item you so desperately want, with the roll you require, after the rest of your gear is already in the 98th percentile of quality, they will always and necessarily feel hopelessly low. You're not getting anything else to comfort you while waiting either, since you've got all but that one thing. And so you will look for ways to better your odds, and suddenly some fool claiming that the ancient furnace will drop from a particular weapon rack on a particular night of the week will start to seem like something you shouldn't dismiss off hand.

    Posted in: Diablo III General Discussion
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    posted a message on Raekor's build question

    I am also playing two barbs on hardcore, and what you have come upon are indeed a few of the downsides.


    1) Having around 35% cooldown reduction is what I find to be appropriate. Having more is also beneficial on hardcore, since you lower the cooldowns on survivability skills such as ignore pain, wrath and cota as well. One important item is pride of cassius belt, potential routes are leoric's crown head and boon of bulkathos passive. However, 35-40% CDR will reduce pains with furious charge. You get good at keeping full uptime in all cases excepting rift guardian and - rarely - the one fat yellow elite after his minions have died. White gem in helmet is, in any case, mandatory.

    2) Leapquake+IK combo is quite good for hardcore, since it has high mobility and is very tanky even without unity. You can probably do grift 35+ with it, however, it is much slower than Raekor. Your choices are safety or speed. A bonus: It is tremendously fun gameplay. You jump on their heads.

    3) Frenzy, call of the ancients, wrath of the berserker (for boosting the few charges you get off plus frenzy). And patience. Or better still, your WD/DH friends. My preferred way is to cycle cota/wrath/ignore pain throughout the fight. But safety is my main motivation, so I've gone tanky runes. Make sure you have elite damage (unity, soj, furnace, bane of the powerful 25+ are the main options) as it is multiplicative with element, skill and other, different bonuses; basically you should have a little of each, even on hardcore where it's hard to find room on gear. Anyway, rift guardians are the price you pay for clearing trash at unreasonably high speed.

    Posted in: Barbarian: Bastion's Keep
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    posted a message on WEAPON for Greater Rifts - Furnance VS Maximus VS 2-Hydra
    In my opinion, having tried both, Serpent sparker + blazing + T&T are not a viable alternative to furnace & low APS in the higher grifts. There's a lot to be said for SS/TnT; you can use attack speed, will get better animations, double hydras make for some more interesting kiting tactics, it is sufficient for T6 and low 30-grifts and lastly, it is better against a few bosses and elites with high movement. It's more fun and flexible.

    It seems to be inferior to furnace in most layouts on high grifts, however, presumably because blazing hydras do less AoE and because not enough of your dps comes from hydras (even with enforcer/TnT) compared to blizzard and FBdot. So all the boosts to your hydras are not pure dps increases, but an increase to a smaller part of total dps (whatever the blazing hydra AI chooses to fire at in a screen full of mobs).

    If they fix mammoth to scale with IAS, things would change. Right now it seems furnace with high weapon damage and elite damage is slightly better for kite/aoe. I'm playing seasonal hardcore, btw: that might make a difference.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Magic Missile (Mirrorball) in combination with Hydra (Serpents Sparker) and Firebirds
    I'm running a similar build after I got serpent sparker on HC, season. Naturally, I don't have the good items yet, but it's coming along. Also means I can't test things properly. One thing I have tested though, is energy twister/gale, in lieu of black hole. Seems to do much better for me. Have you tried it?
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Diablo III Reaper of Souls - Is fast levelling normal?
    Some people seem to be a bit confused. D3V was insanely difficult, and had no "normal" or "mp2" as far as I can remember. Once you started inferno, difficulty scaled in acts, with act 2 being harder than act 1, etc. Most melees, in the first two weeks, were stuck on a2, tryharding block% stack and waiting for that coveted helm of command/stormshield combo, or some 1hander with good ias and LoH (pre LS-enabling dps-inflation). Ranged characters would kite endlessly, more often than not abusing mechanics (i.e. force armor), and usually it ended up being a case of corpse-skipping your way forward until you got stuck on a boss. For a HC barb, for example, the game was, in truth, more broken than difficult.

    It was fun, but had no guard against gear-inflation, especially with the AH, and so it couldn't last. It scales better now, so smoothly that unless you give yourself a challenge, there won't be one. Which is democratic and fine. If they removed torment 1-5, and just had master - torment 6, it would feel more like the difficulty "wall" in d3v. In my opinion, it has changed to be more - not less - like diablo 2 (which is not to say that they are particularly similar in other respects).
    Posted in: Diablo III General Discussion
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    posted a message on 2.1 - the death of RiF - RIP.
    Twoflower: RiF exists because rifts are a better place to farm than bounties once you have the RoRG. Therefore, not having to do bounties to open rifts speeds up the process. Now that you have to do bounties anyway (albeit not as much), RiF cannot contribute. Illustration in solo play:

    I want to farm t3 rifts, and I have 6 keys. I finish the rift in 5 minutes, and now I'm out of keys. I then do bounties for 15 minutes because I can't find the "#ยค exit to caverns of aranae until I've explored the entire map. Then I get enough keys to open another 5 minute rift. The efficiency of this is zero, obviously.

    Enter RIF: I do the 5 minute rift, spend 1-2 minutes inviting 2-3 people to open the next one once they get their shards, and do another 5 minute rift. This should be roughly 3 times as efficient, and is also the reason Rift it Forward exists. So that we can farm continously were it is the most rewarding, and because a lot of us find bounties, split or otherwise, to be a waste of time.

    Without the need for someone else to open your rifts for you, in order that you can save the time you are otherwise wasting in bounties, there can be no rift it forward. It would be illogical for me to spend the 1-2 minutes inviting 3 more people in.

    Anyway, I like this change. As it is now, my group always keeps a spot open so we can invite someone else to open the next rift. Now we can play 4man again, and will at least have to spend slightly less time doing bounties.
    Posted in: Diablo III General Discussion
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    posted a message on The RNG Thread!
    I made a deal with friends to play 4-man barb and divide the sets based on what we needed. Three long nights in, and they're decked out whereas I've gotten nothing for myself. I think diablo 3 is connected to the microphone, that it evaluates speech to see who takes the initiative for shortcut solutions, and then flags their account as "cheeky" and rewards their friends instead. Even if someone managed to stare RNG in the white of the eye and consider all the implications, the problem would only resurface outside d3 code in the guise of bad karma or the accidental angering of Ixzzthar, the Spider God of Chance.

    This kind of paranoia is always verificationistic. Whenever I start growing tin foil hats, I remind myself that there is no such thing as chance except from the perspective of someone who is making predictions. Anything that has already happened will by definition have had 100% chance of occuring. If you throw real physical dice (not hypothetical ones) and get two sixes, the odds are 100% that you got two sixes, meaning that with that force, friction etc, you could not have gotten anything else. It is only in a projection to the future from a certain perspective that probability is a useful tool.

    What're the odds that I exist given everything that had to happen for me to be just as I am now? Astronomical against, or 100% determined in a physyical, lawlike universe? What does this mean in d3? We can make the following prediction: The odds are high that someone tonight will get an unusually long streak of no legendaries, given the amount of people playing. Likewise, the odds are high that someone will get that sweet wand of woh, SoJ and harringtons they've been looking for. The crucial point, however, is that the odds are just as high that for whoever single person this happens to out of the thousands playing, they will feel very (un)lucky indeed. The "why me?" reaction is very human, but not rational. Probability is a matter of perspective; reality just is. It is highly probable that for any universe where sentient beings occur on a planet located at just the right distance from a sun, and a certain sperm would have to make it instead of a great deal of other sperms, etc. etc., it will be the case that from the perspective of one of those sentient beings with poor philosophy skills who gets a wand of woh, that what has happened to them would seem very improbable. But in any universe where this did not occur, there is no perception of chance. So if there is such a thing as a sentient being with perspective, the impression of improbability necessarily and ironically follows.

    Consider this and all our other biases and general narcissism first, then make threads about kadala being stealth nerfed. Anyway, good thread!
    Posted in: Diablo III General Discussion
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    posted a message on Is Kadala selling gear for Archon build?
    The answers did indeed pertain to kadala. She can drop SoJ and Moonlight ward. It's a pain though, since amulets cost 20, rings 10. But you might as well just start; soj and moonlight ward are clear winners for those slots, and you need kadala to increase your chances of finding them. I
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Is Kadala selling gear for Archon build?
    I'd say that more than 50% CDR is not needed. I myself found that the sacrifices made around 40-45% start to outweigh the benefits, and that archon is already there for me for packs or large dense areas. I'm not sure though; it's hard for me to test different things on hardcore, since all rolls must be solid to stay alive. I found that Crimson was better than Borne in terms of set bonus, though of course that shoulder spot is an argument for borne. I couldn't get combining both to work without sacrificing aughild/blackthorne, but if you can, I guess go for it.

    What I am sure of, is that you need moonlight ward and a stone of jordan (should be a net archon dps increase despite your unity being good).
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Where to go, what to do!?
    You should try stacking cooldown reduction (2piece crimson and born I think? with the grand ring), and a few CDR affixes on non-dps pieces, as well as a white gem in your helm. You'd use three ulties and avalance+leap, maybe. Whatever runes suit physical best. It is a lot of fun, and those ulties should be up at every elite encounter. Edit: Don't forget the CDR passive.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on New Powerleveling Exploit: 5 Billion XP / Hour
    I doubt that this is bannable, since it is possible not only in this quest, but across game-wide mechanics. This one is simply somewhat faster. And honestly, even in hardcore, the leveling is generally not part of what we think of as progress. Whenever someone dies, another person speedlevels him in an hour or two. And even if your level 70 friend's character is too weak to efficiently take you to 70, and you are only taken to level 40, the -30 level requirement weapons in your stash will trivialize the remaining 30 levels. There is no challenge in leveling, and it doesn't affect game balance (which is all about end game gear progression). Blizzard neither will nor should care particularly, besides nerfing the most obvious ways (such as this one). It is an exploit, but it is virtually harmless. If blizzard were opposed to boosting per se, it would've been removed years ago. Personally I think they should remove the methods of boosting which are without risk, since even though boosting is generally close to risk-free, it is fascinating when once in a while the boosted character is exploded by fallens on level 65.
    Posted in: Diablo III General Discussion
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    posted a message on Doesn't it bother you that there will be no OP legendaries?
    Basically what it comes down to is the carrot-on-stick. Some people are playing a competitive multiplayer game which needs balance between players and playstyles, and some sort of endless incremental progress, Other people are playing a single player/friendly co-op game like any other game on anyone's list of steam games, where the purpose of the game is to properly "win" after they aquire the skill or invest the time to do so. What constitutes a "win" in d3 can not be killing malthael, obviously, but must be the certainty that their character can do the hardest difficulty in a fairly straightforward way and that their character, from their own point of view, feels like the one, true nephalem. The design philosophy in the game group #1 are playing is incompatible with the game of group #2, clearly.

    I'm not sure which of the two games Blizzard has intended d3 to be, nor which group of players I belong to, but I symphatize with those that just want to finally find the great items, after maybe a 100 hours, that let's them win d3 once and for all, so they can stop playing and move on to the next game. You might claim that nerfs suggest blizzard want it to be the first kind of game, but certainly the 4-player max, account bound stuff and the lack of pvp/leaderboards suggest the opposite. I suspect my own opinion is that it should be possible to win, but that it would require a few thousand hours, not a hundred. I feel like they shouldn't remove the possibility of a godlike character, but that they should require a fantastic and clever combination of items which are hard, but not impossible, to find. Balance still seems a bit meaningless in the long run, since it removes the possibility of beating the game, but at the same time the progression needs to be balanced so that you won't just suddenly win it if one item drops.
    Posted in: Diablo III General Discussion
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    posted a message on Overall performance issues after one of the hotfixes.
    I have the same exact problem. My heart jumps in HC whenever someone gets an achievement, and I must make sure that the area around me is clear before I open the inventory. Seems to only be like this around A5 content, i.e. whenever those guys or those areas come up in a rift. Which is of course a lot of the time.

    Edit: I'm unsure about this last point. Will verify later.
    Posted in: Technical Support
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    posted a message on Legendary Drop Rate Modifiers Analysis - Rifting versus Non-Rifting, Equation Basis, and Magic Find Implications
    I'm sure that the OP will welcome any criticism to his model and revise it according to where he feels that the criticism is warranted. He should be used to that as a PhD student. I would like to see his follow-up to the critical response. And we will never get any answers if we are required to blindly applaud attempts based on the amount of effort required in producing them. The correct way to honor a post such as the OPs is constructive criticism.

    As for criticism based on the fact that simplifying assumptions have to be made, they are a bit unwarranted. Obviously we can't get a thousand people with the exact same build and gear to farm the same route a thousand times on different torment levels to get the required empirical data. This must be done with a priori logic. The OP equates mob health with time, and assumes that this accounts for the amount of instances to have a chance in a given timeframe (which is the real effect of MF, not the qualitative value of a single mob regardless of how many times you kill him, which is effectively uninteresting). The choice isn't between killing 1 skeleton with 30% more chance or 1 skeleton with 0% more chance, but in whether you want to kill 5 skeletons with 10% chance or 1 with 30% chance in a given minute. And the answer we are looking for is where exactly do the lines go for a hypothetical average character in the world of d3. Travel and loading time must be left as ceteris paribus in this respect. But arriving at general advice shouldn't be impossible. Perhaps it can be looked at relative to damage scaling from items; what does it take to one-shot a mob on normal, and how much more damage can be achieved relative to the percent increase in HP from torment levels relative to magic find? I don't know.

    The OPs post can inform this question, but not if the values are wrong and certainly not if they are randomly chosen. We need more.
    Posted in: Theorycrafting and Analysis
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