The blue post on that topic explicitly stated that the changes to the attack speed scaling coefficient on Monk spirit generators would not be reflected in data mining. You'll have to wait for the patch notes / player testing results to see the difference. Of course, that doesn't mean the changes are good enough yet, only that we won't see them here.Quote from Joras » Correct me if I am wrong, but I thought they said in the recent post that Monks main attacks would have an increase in the over all damage? But when I went through the proposed changes to Monks spirit generators they all (Almost all) got nerfed? I see a lot of good quality changes to toughness and abilities to allow monks to live in tougher GRifts and T6, but if it takes me 20 mins to kill a white what's the use?
On the Wizard changes: can't wait to see someone post an Arcane Meteor build. With the new staff (massive meteor cost reduction, getting it to <20 AP/cast), and maximizing total Arcane Power and AP regen (passive and from skills like Arcanot and Conduit), you could probably be casting meteors every few seconds with 140 AP of bonus damage, or 740% base + 140*20% = 3540% damage meteors, all dependent on how quickly you can refill your orb right after. With Tal's set, you get a bonus meteor every 8 seconds too, so you can time it so the free one comes right when your orb is full, then cast a real one, empty orb, refill in 8 seconds, repeat. Not a bad way to play.
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I think this has changed since 2.4.1 above GR 71. I googled and saw this.
http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/165821-2-4-1-new-dmg-xp-numbers-and-what-they-mean-for
So monster damage doubles every 30 tiers after GR 71.
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Yup a lot of people posting on this in the technical forums. At least one of my clanmates has the same issue. Changing options settings don't seem to prevent the issue. Also what you're doing doesn't seem to matter. I've crashed once in a rift, once when idling in town, once while in inventory in town, and once while chatting from the main menu.
I should note that (at least for the large majority) this is a tonight-only thing. Most people have been playing with 2.2 (including myself) on Tuesday and Wednesday without issue. The rampant and widespread crashes only seem to have started tonight.
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I've done 33 in 11 min as a HC Wizard without Unity, using Ancient Burning Axe of Sankis and Halo of Arylse. This is just an average map, not ideal.
I'm guessing I could do around 35-37, but as a risk-averse HC, that would be too much danger for me. Just waiting on the second unity drop to start pushing towards 40.
Very impressed by Paistos' no-unity Hardcore 39 clear. Must have been scary stuff. I think there are some suicidal wizards in my clan who did 40+ in HC without Unity. You're all crazy!
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Replace soul harvest or paranoia with Spirit Barrage - Well of Souls. The dps boost of channeling an essentially free 475+(65*3)% damage spell on elite packs is more effective than the damage boost of either soul harvest or paranoia. Combine with high Area Damage to make it even more effective. Also instead of recasting DoTs (especially Haunt) on elites to make sure you got a crit cast, just focus down the highest HP ones with SB.
Consider Piranhado instead of other Piranhas runes because it both stuns and gathers mobs. Since you're already using Grave Injustice, this will reset the cooldown very quickly. The gathering ability also allows you to spread Locust Swarm very fast, and lets your Area Damage be more effective.
For hardcore, Consuming Spirit for haunt is very effective, letting you build up a lot of health regen for elite packs (6k+/sec)
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http://us.battle.net/d3/en/calculator/witch-doctor#egUhlY!fTRS!aZacbY
Key differences from OPs build:
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From your post it does seem like you see how they are going to do it. They will be boosting the chances to roll good items in at least two ways:
1) Increasing the average value of individual stat rolls in the rares that do drop. For a single stat item this would mean instead of rolling 1-100 int and dropping, say 4 / 100 times, you roll 75-100 int and drop 1 / 100 of the time. This seems kind of like its not doing much than decreasing clutter, but say you have 6 stats. Now instead of each of those 6 stats rolling in a 1-100 range, they all roll in a 75-100 range. In the old way your probabilty of getting such an item was 0.25^6 or 2.4%. Now it will be 100%. Say they drop drop rate to 25% of current values...you still have 100 / 2.4 x 0.25 = 10x the probability of finding a good rare than before!!! (Actual values subject to change, but I'm using Travis Day's example as a basis).
2) Although not mentioned in the developer blog (its in Travis Day's very long response to Gosu's post) they are also looking at increasing the number of viable stat types as well: i.e. instead of only attack speed, CD, CC being effective, other stats will be effective for dps too. Say there is a pool of 25 stats now, of which 6 are considered viable for a good item (Str/Dex/Int, Vit, AR, AS, CD, CC). That means your 6 stat rare has a 1 in 177100 chance (maybe higher, have to remember my second year stats class) of getting all of these on the same item. If the pool is increased to say 20/25 desirable stats, then all of a sudden your probabilty becomes 1 in 5, or 35400x the current probability of finding a good rare.
Now likely the changes aren't going to be that drastic, but with two simple changes: higher/narrower stat roll ranges, and increased number of stats which are desirable, they can very greatly increase the probability of good rares dropping. With the changes above with numbers in tact, they could decrease the drop rate by 10x and you'd still find way more good rare items.
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(Kagekaze: love your D3 Witch Doctor and PoE Shadow let's play series, keep'em coming!)
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Go full cooldown spec + Cain's + Ruby in helm + Leorics (if you can get it). Go down to the Armory where Leah is. Burn all cooldowns. Kill Shadows. Don't talk to anyone, just quit. Resume game. Each repeat is 15-20 second once you get the hang of it. Repeat until its taking longer than 10 minutes to get a level. Then get a friend to boost you to the next difficulty. Rinse and repeat. In a few hours you'll hit 60, depending on how long you can stand doing the same thing over and over.
If you hit the game creation limit, take a break or just clear Keeps lvl 2.
You'll hate yourself for it, but its still the easiest way to power level.