If that mats issue makes it live, would make seasonal SO much easier.
- Okakeri
- Registered User
-
Member for 10 years, 4 months, and 20 days
Last active Fri, Jul, 7 2017 01:06:53
- 0 Followers
- 240 Total Posts
- 35 Thanks
-
Feb 28, 2017Okakeri posted a message on PTR Patch 2.5.0 Known Issues, Necromancer Fan ArtPosted in: News
-
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.
-
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.
-
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?
-
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.
0
Division of the Armor slot on the Kube into 3 sections - Chest/Pants/Helm (1), Gloves/Shoulders/Boots, and Belts/Bracers.
Moving the Legendary Gems into the Kube, and allow a Legendary Gem slot every 15 GR lvl clears (I.E you get 1 once you clear GR 15, 2 once you clear GR 30, 3 once you clear GR 45, 4 once you clear GR 60, and so on) to allow for smoother GR progression, as well as make reforging jewelry more flexible.
Redesign Blackthorns into a 6 piece neutral set that boosts primary skills only (And have it within 20% of the other sets)
Making the following skills used in a set (per class) - Barb: Overpower, Revenge (Barbarian Thorns build?). Wizard: Wave of Force, Hydra, Blizzard, Black Hole, Mirror Image (Hydra/Image for a pet Wizard build?). Witch Doctor: Sacrifice, Spirit Barrage (only mana spender that does not have a damage boost), Big Bad Voodoo. DH: Caltrops, Spike Traps. Crusader: Phalanx, Fist of the Heavens, Heaven's Fury (One rune of Heaven's Fury can be used with Akkhans, but not enough imo)
Allow for a perma-Epiphany for Monks beyond Zodian/CDR.
0
0
The majority of different damage boosts tend to be multiplicative. Its something like Base*modifier*modifier, ect ect. Lord Greenstone's Fan is a seperate modifier from FoK skill boost from gear. Endless Walk is also a multiplicative boost.
0
As stated, theres a hack where you take the Gem of Ease and cause it to grant close to a million XP per kill - So thats being multiplied by the Torment boost (T3 is 550% boost, or 55 mil XP/kill), and considering that it only takes about 40 mil at the start, and a few billion up to 700ish, well, you will QUICKLY level up. If you had been in T6, well, you probably woulda been around 3000ish.
Anyway, enjoy your new ez-mode, and a good 5-6 GR boost compared to what you were before.
0
Also, Hardcore - Rule of thumb, Hardcore characters will not be able to push as high as a softcore character just due to gearing. In Softcore, you can push as much damage as you can out, play it risky - A single death will barely set you back if the cause of that death was some sorta stupid ability combo (Frozen+Waller+Sentry+Molten, for instance), whereas in Hardcore people tend to gear so that they can pretty much take EVERYTHING thrown at them. Thus, if your sader was softcore instead, you would probably be anywhere from 5-10 GRs higher. (Yea, you would be struggling with 59 rather then 54)
So yea, read some guides on GR optimization, and remember that you won't be able to be as high as a Softcore character due to being hardcore.
0
Generally speaking, not at all important. Most builds tend to have 1 main ability thats responsible for 90%+ of damage done, thus you generally pick supporting skills for their effects. There's a number of exceptions, of course, such as Marauder's (Which has a decent distrubition of damage between 4 skills, Familiar, Sentry, Vengeance, and Cluster Arrow, with Cluster Arrow being the largest chunk of damage), or Firebirds (Which has all of its abilities as the same element, Fire, but the abilities, rather then being for support, are for faster acquistion of the Burn), and Tel'Rasha (Which is all about having several different elemental damage types)
In addition, with Convention of the Elements, different elemental damage types don't matter as much - With just Convention, you basically have +50% to all elements on average, or 200% burst in a single element.
Thus, you pick supporting skills for their effects, not their types.
0
The damage reduction stacks per stack of the explosive blast buff, for a total of 60% damage reduction, not 15% damage reduction.
0
It also frees up your ring slot which is pretty powerful now, with things such as Unity, the improved Oculus ring (which makes up for the damage loss from Focus and Restraint compared to Endless Walk), Convention of the Elements (if not already cubed), or even Ring of Royal Granduer (Can be used to have both Garwolf and Visage for huge damage reduction in groups)
0
Like all damage increase, its multiplicative, so its whatever else you have *1.2
0
0
0
Firebird is wierd in that rather then damage, what you really need is toughness - Technically, Firebirds has infinite damage (Generally, If you were capable of getting the burn up on all targets on a decent size floor in a GR, you would have well over a 4000% damage boost), so what Firebirds lacks the most is toughness (There is no built-in toughness, so you have to acquire all your toughness from off pieces). Chances are someone will eventually make a GR 90+ Firebirds that concentrates entirely on getting the perma-burn up on normal mobs, and just running around until they get a few hundred stacks of the damage boost, while maybe getting that record toughness of 22 billion somehow.
Anyway, Delseres is currently the best for both solo and pugs. Vyr's/Tel'Rasha is also decent, but can't push as high as easily as Delseres. Delsere also has 3 different builds, that being Orb, Twister, and Explosive Blast (With some lesser builds available - You can go with a Channeling Delseres until you get the neccessary Orb/Twister/Blast gear for those particular builds). Vyr's relies on HEAVY CDR stacking to be real good - You need to get Archon down to under a 40 second CD, which requires a huge amount of CDR. Possible to do while relying on Zodiac ring, but until you can get perma-Archon, Vyr's will remain gimped.
Tel'Rasha/Delseres is really you best bet - Tel'Rasha has some pretty cool combination capability on top of its damage/defensive boost.
0
It'll probs become something like "Highest GR you can do in 3-5 minutes". Probably will wind up about 55 until you get all ancient pieces with the leg gem stat bonus, at which point you'll farm 65, adding a lvl every 50 or so paragon lvls past 800.
0
Blizzard moved the focus from the small mobs to elites - Elites are around 8% of your progress, whereas the amount that small mobs grant is about half of what it used to be. So pretty much you should just zerg for the elites.
Density is a bit odd, but yea, my few GRs I've done have had a lot fewer mobs now.
0
Thanks for this post! I was torn between Wizard, Monk, and WD (All 3 are pretty low geared on non-seasonal). Guess I'll go with Wizard as that was my first character played.