If that mats issue makes it live, would make seasonal SO much easier.
- Okakeri
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Member for 10 years, 4 months, and 21 days
Last active Fri, Jul, 7 2017 01:06:53
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Feb 28, 2017Okakeri posted a message on PTR Patch 2.5.0 Known Issues, Necromancer Fan ArtPosted in: News
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Jun 22, 2015Okakeri posted a message on D3's Biggest Problems?Posted in: News
The points are lacking. With the point about Ancient weapons, its not that ancients being rare is a problem, its that the amount of stats in the game is overtly convoluted. We have TOO many stats that either does the exact same thing as another stat (Vitality and +%life, Life on hit and Life per second, Life on kill and extra regen from healing orbs), OR are just so far above and beyond other stats that there is no alternative to not having it (Elemental/Elite +% damage, +% weapon damage being the biggest ones, but crit chance+crit damage being another). Thus, it turns what could have been decent gearing choices/decisions into a BiS numbers thing, where you either HAVE to have all the right stats, or the item is complete trash. And given that theres around 5 commonly found "mandatory" stats (Str/Dex/Int, crit chance, crit damage, socket, +damage of all forms) makes gearing both simple (Have these stats, trash if otherwise), and stupidly complex (Have to calculate breakpoints, ect). The fact that most stats roll with a 50% range (500-750 of a stat) is also bad, further decreasing the chances of getting a GOOD item when you actually get the item you are looking for. Consolidating/merging most of the stats, AND narrowing the potential stat roll range would significantly help with gearing.
The points about legendaries are also moot. You could give EVERY legendary in the game stupidly OP powers, and the ONLY thing it would do would force people into the next most efficient build. As it stands, set bonuses are just TOO good to pass up, leaving people with only a very few slots. The addition of Focus and Restraint was HORRIBLE. Yes, for a number of classes, it DID break the RoRG+2 sets builds that were fairly common, but all it did was REPLACE said builds with a 6 piece+focus/restraint build, leaving only the belt, bracers, amulet, weapon and off-hand items left. Hell, at least with RoRG, we had a choice of what secondary set to use. 125% extra damage can't be passed up. If one wants to bring MORE legendary affixes into the game, then one needs to find a way to have the legendary affixes SEPERATED from gear. Perhaps a method where, after getting a certain amount of xp with a legendary piece equipped, it gets "saved" onto your character, and you can then keep a select few legendary affixes permanently (Which WOULD create a good amount of build variety. As an example, you would get Demon Hunters getting Kridershot's legendary effect, and then swapping out their weapon to, say, Calamity, or vice versa, or even grabbing both and using a 3rd legendary weapon, like the piercing bolts xbow, at the cost of not being able to grab, say, the town portal shoulder affix (Would be very useful as a damage reduction CD on high Grifts), or Thunderfury's affix, ect.
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Mar 18, 2015Okakeri posted a message on New Cosmetic Wings, Ancient Weapons Talk, Quinsane vs GR 52Posted in: News
Ancient items, period, create a big problem in the loot system. Diablo 3 gear already has too much RNG - Did you get the piece you needed, did the piece itself have good stats/amounts on it, and then they up and added Ancient. Previously, getting the "needed" piece from any legendary drop is something like a .1%, getting a "good" needed piece is something like a .01% chance from any legendary drop, and perfect, .001% chance to drop. With Ancient, its even worse. Blizz needs to curtail some of the more useless stats (+life%, specific resistances, +gold/health globe pickup, among many others), and reduce the possible stat range to, say, 10% difference, rather then the current 50% difference. Only then would Ancient items have been a good addition to the loot roll, instead of just adding another layer of useless RNG to looting.
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Feb 22, 2015Okakeri posted a message on Micro Transactions likely coming to Asian serversPosted in: News
Huh. It only took them this long to start implementing Micro-transactions for their more single-player games.
Wonder how long it'll be till Starcraft has cosmetic micro-transactions?
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Apr 4, 2014Okakeri posted a message on The Big RoS Number Crunch, How the Rift Buff Works, Legendary Mats Drop Buff Coming, Frozen Time, Bounty Split Farming GuideSo Torment monster HP increases by roughly 60% per difficulty jump, and monster damage increases roughly by 45% per difficulty jump (Thus, when going up torments, you need 60% more damage and 45% more toughness to graduate to the next difficulty).Posted in: News
According to the chart though, Legendary Drop rate does NOT increase at the same rate. That is, the legendary drop rate going from T1-T2 is greater relatively then going from t5-t6., t4-5, and t3-4. Of course, this may be due to its "speculated" increase, as the leg drop increased isn't confirmed beyond 15% increases. Gold/XP bonus is the opposite though, so you lvl/get more gold as you go up torment lvls compared to the previous increase.
That is to say, the amount of legendaries gained per monster health increased DECREASES as you go up torment lvls (The monsters gain more health relative to the legendary drop rate increase), and the amount of gold/xp bonus per monster health increase INCREASES as you go up torment lvls (The mosnters gain less health relative to gold/xp bonus), although the gold/xp bonus is not as large as the health jump (30-50% instead of 60%+ increases).
Increase of Death's Breath droprate is linear, 20% straight up.
Key drop rate is wonky, between 13-17% increase per torment increase with no real pattern.
So Ima say that the leg. drop rate increase going up torment lvls is either wrong, OR blizzard needs to significantly buff the drop rates as you go up torment lvls. -
Apr 1, 2014Okakeri posted a message on [April Fools] You Thought We Were Kidding...Would have been a bit more believable if you had used the male's voice instead of the females...Posted in: News
And used Gargantuans instead of Zombie Dog. - To post a comment, please login or register a new account.
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The damage/toughness sheet is wonky as it doesn't take into account a large number of buffs for ALL classes. Vengeance is one of the skills.
Damage multipliers are multiplicative as well, not additive. Essentially, its "Baseline damage*(2.6(Wojandi)*12(LoN)*1.4(Taeguk)*2(Ballistics)*1.3(Wolf)*1.4(Vengeance).)
After that its *6.06(Crits), and then finally *1.2 (Marked for Death)
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As previous poster said, Morlu Legionaries have a mini-cheat death effect that also makes them take 90% reduced damage, and they heal for a ton after 8 or so seconds.
So if there was Shielding involved, its quite possible for a Morlu Legionary to heal up to full.
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What you just said was vanilla D3 in a nutshell. Vanilla D3 is widely renowned for its extreme suckiness, how terrible it was, ect.
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The main reason behind the huge paragon differences is, and likely will continue to be, botting. Of course, there is, and will continue to be a difference between solo and MP - Not only is there the default 30% multiplier, but theres also synergy between classes, and as you can see at the higher lvl, synergy between support and damage, which further increases the gap. Blizzard, is, however, slamming down on botters recently, so its incredibly likely that we will see botters banned and the leaderboards wiped.
Also, there is an inherent diminishing return with paragon - The more paragon you have, the less it contributes to boosting your damage. I.E going from 0-200 paragon will boost your GR clear by, say, 5 lvls, similar for 201-400, but the amount of boost you get from the stats gets less and less - I.E. The gap from 3000-4000 isn't as much as the gap from 1000-2000, and the gap between 9000-10000 wouldn't be as much as the gap between 800-1300
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Its only valid for the Monk, so Pig Sticker is not a support weapon, but a damage weapon.
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One - Paragon 700 is VERY easy to get to, especially if you run a full group. Those people who got there that fast (beyond, of course, the "lolbot" comment) were running 4 man GR 55-60 within several hours of the start of S5, and you get a SHIT ton of lvls going up (Boosted a friend through a few GR 55s once, he went from 5 plvl to around 90 plvl in just 3 GR runs). Plvl 700 is just a number, and its a very low hanging number at that.
Two - The season journy is not over. You were saying shit about S3, where you had to be able to do T6 to get the portrait. It took me all of 8 hours /played to get to that point. Unless you have terrible RNG, it will only take an average of 8 hours to get to T6 (Bit shorter now, yes).
Three - If you REALLY want progression, play Hardcore. I use to knock hardcore off, saying it was only for masochists, but damn, I went ahead and made a HC this season, and its MUCH funner then softcore. Theres just something about knowing that a single mistake, or lagspike, can cause you to lose ALL of your progression that makes the game much more riveting.
So, no. Your average player will put in ~50 /played hours in order to 90% finish up the season (Complete the FULL journey, none of that "stop at portrait/stash bullshit), and even more to completely finish the journy (a spot on the leaderboards, and all conquests both SC/HC)
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Wizard has the weakest starter set out of all of the classes (Firebirds, low damage outside of elites, no toughness), whereas DH can immediately down T6 with just two pieces (600% increased damage with a melee weapon), can down T7-8 with 4 pieces (Perma Shadow Cloak), and has extremely powerful single-target for T10 (Which allows you to quickly do ubers, and a number of T10 bounties).
Wizard, however, has very strong late-game damage - Flashfire speed build can quickly do T10 rifts/bounty runs, and twister DMO wizard is THE best damage in GRs currently.
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Very good set of changes, much better then all the people going "just nerf primary stat past X". A few points to make...
Increased Globe/NG spawns - This greatly increases the power of globe builds, while helping out soloing at the same time.
Follower Damage - I would remove this myself, mostly because of an Idea I had for increasing Follower power that makes it unneccesary (See http://us.battle.net/d3/en/forum/topic/19022402519?page=1)
Shrine Duration - I, personally, would just un-nerf Gloves of Worship. When Gloves of Worship were nerfed, Rifts were the only form of end game, along with Ubers, and quickly getting 60 minutes on +25% to most things, as well as the huge bonus empowered gave, well, it was quite OP. Now, with GRs being the end-game, the value of 60 minute shrines isn't as powerful anymore, and can safely be implemented. I would instead change that to Pylon time, as it has an actual effect in the current end-game.
Defense - Your defense slot is lacking imo. Only 4 stats, which meant that once you reached 800, you were basically done with it. I would move either the Life/Vit, or the regen stats from Resource into Defense. Also, note that ranged/melee damage reduction actually affects ALL sources of damage - Even affix damage are divided into either Melee or Ranged damage (Most ground-based effects, such as Molten, Plagued, Poison Enchanted, count as melee, whereas things like Mortar, Orbiter, and Thunderstorm count as ranged.
Double mats - Very, VERY powerful when doing Rifts/Bounties. Basically a free Sages, that stacks with sages, yup.
Increased pickup - why 7? Note that the default pickup radius is 5, which is basically whats directly underneath your feet. An extra pickup of 7 is basically the range that default HoTA can hit. I personally would put it at 25 (.5 per lvl).
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For Firebirds, LoN will beat Firebirds at 6 ancient pieces pretty much, unless you are used to a playstyle where you get a shit ton of burned mobs following you for huge damage boost. So yea, 6 ancient pieces, use LoN over firebirds.
It does not beat Delseres though at any level. As for Tel'Rasha, it entirely depends on the build you are doing.
Generally, Arcane Orb, Energy Twister, Explosive Blast, and Wave of Force (Which nobody uses over the other 3) builds use Delseres. Archon builds use Vyrs (You need the set bonus for Archon to really work). Everything else can be divided into either LoN or Tel'Rasha.
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Until you finish Disintegrate. For channeled spells, it lasts until you stop casting.
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Hack is ~30% slower then Pig Sticker, and you already have 600% thorns damage per hit from 6 piece. Hack increases thorns damage dealt per hit to 700%, or a 16% increase overall in damage, which is worse then Pig Sticker's 30% faster attack speed. Finally, as mentioned, Pig Sticker rolls with an extra stat slot above other weapons - Hack has 6 stat slots. 1 of them is taken up by a secondary stat, 1 of them is taken up by a power, which only leaves you with 4 stats. Pig Sticker has 7 total stat slots - 5 of them are primary stats, with the other 2 taking the secondary slots - Unlike nearly all secondary slots though, Pig Sticker's secondaries will increase your damage done. While there aren't many Human type mobs in the game, something like 23% of all possible mob spawns in a GR are Beasts, which was likely increased with the addition of the new mob types (Which only added 3 new undead types, with everything else being qualified as a Beast). In addition, 3 Rift Guardians count as either a Human or Beast - Hamelin, Choker, Sand Shaper. I think Binder also counts as a beast, not sure.
So, no. Hack is a decent starting weapon before you get 6 piece, but falls behind ANY dagger once you get 6 piece due to the increased attack speed from daggers over axes.
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I'm going to take it that you mean toughness?
200m toughness is actually the number where you can just barely survive GR 60-62. You still need to avoid heavy damage things, such as sentries, Grotesque explosions, ect.
With the Swami (Which you should have as an Archon build), stacks last for a certain amount of time after leaving Archon - Archon itself only boosts damage by 20%+skills, whihc may be hard to notice.
Also, you should realize that toughness/damage is a rough ballpark number, and not your actual damage output-TTL.
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It would be nice if blizzard did a community event, but it would likely have been announced already. I bet they actually forgot bout it till the last minute when someone went "Hey, isn't today the 25th anniversary?"