I went through and had a look at some of the armor pieces, and thought I'd write down a few things that were of interest to me.
1) Shields work more like they do in Titan Quest where a shield will have a percent chance to block (actually an increase in percent chance to block) and then also, an integer value of damage blocked. This means that when a shield blocks, it will not soak up the entire attack every time as per D2.
2) The poison damage on the crafted wrist spade had no time affixed to it. This MAY mean that poison damage is dealt all at once like the other damage forms.
3) There are of course some new mods. Some have already been mentioned, such as the increased experience per kill (an integer, not a percentage), and the returning mf mod. I was also interested in the "Worth More to Vendors" mod, which hints at the value of gold being more important.
4) The returning gems will have very different mods than those to which we are accustomed. Example:
Normal Emerald
Wep: +4% Casting Speed
Helm: Attacker Takes 7 Damage
Other: + 7 Dexterity
5) There is an armor called "Happy Armor." This is one of the observations that I don't think will matter, as I expect many of the number values and names to only be temporary. I don't think this name will stick, and I don't think that it's likely that an armor like this will give "72 Poison Resistance," unless the resistance system has been drastically reworked.
6) Another bit of evidence suggesting that stats (and probably names) will be reworked is in the comparison between the Legendary Chest Armor, "Stronghide Tunic," and the normal Vestments. They look like exactly the same base armor, but the legendary piece has a +20 armor mod, and still has less defense than does the normal vestment. There could be many explanations for this, but I just think it means that we shouldn't really look to much at the current values shown for anything.
7) The barbarian is covered in blue tatoos. Hurray!
8) While some weapons add a percentage to your Critical Strike, others add an integer value to your "Critical Strike Rating." Any thoughts on what this might mean? I dunno.
a) the problem for me is that a percentage to block isn't enough.
Mathematically speaking, a shield will have a max possibility to block at lets say 75% (for old time sake)
and lets say the current shield I hold is a leather shield (or light armor, whatever type those are), since its light, it'll have 40% chance to block, and a 25% chance (IF the attack is blocked) to absorb 100% of the damage. and a 10% chance to fully absorb critical strikes from enemies (not bosses). the rest of the blocks could be something like blocking 60% of the damage..
If I hold an elite steel shield. and it has 75% chance to block an attack, it'll absorb 50% of the attacks completely, and 25% of critical attacks.
BUT, the more attacks that are fully absorbed, the more durability is necessary.
by this point, i don't know if anything i'm saying makes sense, or is just a mix of numbers.
(to be honest, the lower stuff on your list, i'm not even sure what you're talking about
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"Not Even Death Can Save You From Me" ~ Diablo (II)
1 - I haven't played D2 in a long ass time but clearly remember that shields had a percent chance to block but the integer value of damage blocked is something new I think and it gets +1 from me
Yes, D2 shields had varying percent chances to block. The addition is in the integer value of damage blocked, should a hit result in a block.
This has the POTENTIAL to decrease the value of a shield compared to D2, though it probably won't as it really can be balanced however they want it to be. At face value, a decrease in a shields usefulness would be a bad thing, though on the plus side, if shields were in fact to become less critical than they were in D2, you might see an increase in the use of other weapon types (i.e. dual wield, two hand, staves) that were somewhat underused in the past. I would be jazzed about a balance shift in that direction.
2 - If it really means what you think it means then I hope it really means what you think it means because I definitely want poison damage to be dealt all at once!
I have always enjoyed poison, and have mixed feelings about whether not a change to remove the damage over time aspect would be good. The problem with the change is that poison no longer gives you any kind of play style change. In another game, you might have a character with the ability to add significant poison damage to their attacks, so you strap on a bow and put one arrow in every enemy and watch them fall dead as they reach your feet.
The problem with poison is that because it does damage over time, everybody just avoids it and goes with some other element, making poison the red-headed-step-child of the elemental family. Removing the time element would also remove this problem, but wouldn't you then just be using "green fire?" (note: the author has no prejudice against fires of alternate colors)
4 - I just love the returning gems, I like them much, much better than runes and can't wait to see an example of a jewelword. I'm hoping the jewelwords will be on the same epic level as runewords.
You know, I'm not sure I'm sold on the "gemword" idea. Jay seemed to like it on stage, but it doesn't really make sense like runewords did. Runes are like letters, so putting letters together to make a word of power seems pretty groovy. Gems are not letters. The word, saphiresaphirerubyamethyst, doesn't really roll off the tongue.
Perhaps I would have less of a problem with it if the order didn't matter. Change the idea to being something like, "The powers of these gems synergize to add extra burnination," or "When we touch our rings together, we get CAPTAIN PLANET!" Not so much of a "word" as it is Indiana Jones bringing the stones together from the Temple of Doom, and having their additional tri-force powers come to life.
...or... just regular old gems wouldn't hurt my feelings either.
7 - Haha, yes the old bastard is a yakuza, now I just love the orange rage orb on him!
I was a bit unsure before, but I think the recent screen shots have sold me on playing the Barbarian as my first character. What a badass.
Well the fist-weapon was a higher quality items not just a 'regular magic' items. It seemed more like a rare. It had a yellow name color, also it had 4 attributes which is quite much for the blue items type.
Note the background behind the weapons has different color depending on the quality of the item.
Do you mean to suggest that weapons of higher quality (say, rare and up) would have a different type of poison damage than those of lower quality?
We don't really have much to go on, since to my knowledge this is the fist bit of poison damage affixed to a weapon that we have seen, but I have a hard time believing that one kind of weapon would have instantaneous poison damage, while another would have poison damage over time. Seems a bit inconsistent.
On another note, I do agree that the wrist spade weapon was not the same quality as the other blue items. Though I was hoping that the green background, which looks like a splat of green goo, was in relationship to the poison damage on the weapon,, but it may be a denotation of the quality level like you said. Evidence for your background theory being that the other weapons had red backgrounds, but no fire damage. (thought the red backgrounds don't actually look like fire) Having the elemental damage show up on the background would also create problems when you had multiple elements attached to one weapon.
I was just looking at a picture of ol' Haedrig, and I finally figured out why he has seemed a bit odd to me since I first saw him. He has a bit of a gamer body. There's a little gut poking out under that apron. Maybe this bothered me at first when I wasn't aware of it, but now, I'm totally behind the guy.
Remember Larzuk? That guy was a mountain of muscle. Why wasn't he out there hurting somebody? In fact, with the exception of the very old npc's, everybody in sanctuary spends most of their day at the gym. Haedrig is a man for the people. He's believable. I like that.
I was referring to the background of the items without hovering the mouse over them it gives up their quality.
I went back to the video and looked at that. I didn't notice that before, but it obviously makes the different qualities stand out from each other. It just does it in such a nice, passive way that you don't even need to be aware of it for it to work. I approve. :thumbsup:
The name sounded so weird so I picked it apart looking for clues. If you rearrange the letters it becomes: "Name A Dire Hog". Coincidence? I THINK NOT!
About the poison thing. I HOPE they don't show the duration because the duration is fixed. Or they don't show it because they didn't decided the duration ?
The idea of instant poison is unbearable to me. Damage over time add a huge and fun gameplay twist and i would just miss that ALOT.
And if you guys think poison damage was underused in D2 you've a bad memory or never tested enough. In terms of items poison damage enhancement is by far the best one. In the end each element has it's own advanatage and i wish Blizz respect that. It's very simple:
COLD: Has the worst damage output but gives a nice slow effects to your attacks. Good if you need to corwd control.
FIRE: Better damage then cold but miss the slow effect. Good to instantly kill many enemies at once.
LIGHTNING: The same damage output of fire but with crazy variability. This high variance allows you to instantly kill stronger enemies now and then. Sometimes a fire damage would allways leave the enemy with low health and you would need another hit to kill him. A lightning damage adds you a chance to kill this guy with only one attack. The bad side is that it's harder to plan your actions: if you count to much in lihgtning damage you will never know the number of hits you take to kill someone. It's a tradeoff between planning edge and surprise hits.
POISON: Greatest damage output, but takes time to have full effect. In a certain aspect it's the most offensive element because you give your enemies a few more chances to hit you in order to kill then faster. When fightning mobs that yo'ure allowed to 1 hit kill then, poison is surely the worst element. Otherwise poison is the most powerful one.
I really, really love how elements work in D2 and i hope in D3 they don't screw it up. And i can't wait to see how arcane will work.
Of course that it will be a damage over time, not just another flat additional damage output bonus. By the way isn't Lightning with the highest output, but with the lowest minimum as well?
Output and maximun is no the same. Output is the avarage damage and in D2 lightning have about the same average as fire wich is lower then poison.
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"In time the hissing of her sanity
Faded out her voice and soiled her name
And like marked pages in a diary
Everything seemed clean that is unstained
The incoherent talk of ordinary days
Why would we really need to live?
Decide what is clear and what's within a haze
What you should take and what to give" - Opeth
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1) Shields work more like they do in Titan Quest where a shield will have a percent chance to block (actually an increase in percent chance to block) and then also, an integer value of damage blocked. This means that when a shield blocks, it will not soak up the entire attack every time as per D2.
2) The poison damage on the crafted wrist spade had no time affixed to it. This MAY mean that poison damage is dealt all at once like the other damage forms.
3) There are of course some new mods. Some have already been mentioned, such as the increased experience per kill (an integer, not a percentage), and the returning mf mod. I was also interested in the "Worth More to Vendors" mod, which hints at the value of gold being more important.
4) The returning gems will have very different mods than those to which we are accustomed. Example:
Normal Emerald
Wep: +4% Casting Speed
Helm: Attacker Takes 7 Damage
Other: + 7 Dexterity
5) There is an armor called "Happy Armor." This is one of the observations that I don't think will matter, as I expect many of the number values and names to only be temporary. I don't think this name will stick, and I don't think that it's likely that an armor like this will give "72 Poison Resistance," unless the resistance system has been drastically reworked.
6) Another bit of evidence suggesting that stats (and probably names) will be reworked is in the comparison between the Legendary Chest Armor, "Stronghide Tunic," and the normal Vestments. They look like exactly the same base armor, but the legendary piece has a +20 armor mod, and still has less defense than does the normal vestment. There could be many explanations for this, but I just think it means that we shouldn't really look to much at the current values shown for anything.
7) The barbarian is covered in blue tatoos. Hurray!
8) While some weapons add a percentage to your Critical Strike, others add an integer value to your "Critical Strike Rating." Any thoughts on what this might mean? I dunno.
And that's all I got.
a) the problem for me is that a percentage to block isn't enough.
Mathematically speaking, a shield will have a max possibility to block at lets say 75% (for old time sake)
and lets say the current shield I hold is a leather shield (or light armor, whatever type those are), since its light, it'll have 40% chance to block, and a 25% chance (IF the attack is blocked) to absorb 100% of the damage. and a 10% chance to fully absorb critical strikes from enemies (not bosses). the rest of the blocks could be something like blocking 60% of the damage..
If I hold an elite steel shield. and it has 75% chance to block an attack, it'll absorb 50% of the attacks completely, and 25% of critical attacks.
BUT, the more attacks that are fully absorbed, the more durability is necessary.
by this point, i don't know if anything i'm saying makes sense, or is just a mix of numbers.
(to be honest, the lower stuff on your list, i'm not even sure what you're talking about
Yes, D2 shields had varying percent chances to block. The addition is in the integer value of damage blocked, should a hit result in a block.
This has the POTENTIAL to decrease the value of a shield compared to D2, though it probably won't as it really can be balanced however they want it to be. At face value, a decrease in a shields usefulness would be a bad thing, though on the plus side, if shields were in fact to become less critical than they were in D2, you might see an increase in the use of other weapon types (i.e. dual wield, two hand, staves) that were somewhat underused in the past. I would be jazzed about a balance shift in that direction.
I have always enjoyed poison, and have mixed feelings about whether not a change to remove the damage over time aspect would be good. The problem with the change is that poison no longer gives you any kind of play style change. In another game, you might have a character with the ability to add significant poison damage to their attacks, so you strap on a bow and put one arrow in every enemy and watch them fall dead as they reach your feet.
The problem with poison is that because it does damage over time, everybody just avoids it and goes with some other element, making poison the red-headed-step-child of the elemental family. Removing the time element would also remove this problem, but wouldn't you then just be using "green fire?" (note: the author has no prejudice against fires of alternate colors)
You know, I'm not sure I'm sold on the "gemword" idea. Jay seemed to like it on stage, but it doesn't really make sense like runewords did. Runes are like letters, so putting letters together to make a word of power seems pretty groovy. Gems are not letters. The word, saphiresaphirerubyamethyst, doesn't really roll off the tongue.
Perhaps I would have less of a problem with it if the order didn't matter. Change the idea to being something like, "The powers of these gems synergize to add extra burnination," or "When we touch our rings together, we get CAPTAIN PLANET!" Not so much of a "word" as it is Indiana Jones bringing the stones together from the Temple of Doom, and having their additional tri-force powers come to life.
...or... just regular old gems wouldn't hurt my feelings either.
I was a bit unsure before, but I think the recent screen shots have sold me on playing the Barbarian as my first character. What a badass.
Do you mean to suggest that weapons of higher quality (say, rare and up) would have a different type of poison damage than those of lower quality?
We don't really have much to go on, since to my knowledge this is the fist bit of poison damage affixed to a weapon that we have seen, but I have a hard time believing that one kind of weapon would have instantaneous poison damage, while another would have poison damage over time. Seems a bit inconsistent.
On another note, I do agree that the wrist spade weapon was not the same quality as the other blue items. Though I was hoping that the green background, which looks like a splat of green goo, was in relationship to the poison damage on the weapon,, but it may be a denotation of the quality level like you said. Evidence for your background theory being that the other weapons had red backgrounds, but no fire damage. (thought the red backgrounds don't actually look like fire) Having the elemental damage show up on the background would also create problems when you had multiple elements attached to one weapon.
I was just looking at a picture of ol' Haedrig, and I finally figured out why he has seemed a bit odd to me since I first saw him. He has a bit of a gamer body. There's a little gut poking out under that apron. Maybe this bothered me at first when I wasn't aware of it, but now, I'm totally behind the guy.
Remember Larzuk? That guy was a mountain of muscle. Why wasn't he out there hurting somebody? In fact, with the exception of the very old npc's, everybody in sanctuary spends most of their day at the gym. Haedrig is a man for the people. He's believable. I like that.
I went back to the video and looked at that. I didn't notice that before, but it obviously makes the different qualities stand out from each other. It just does it in such a nice, passive way that you don't even need to be aware of it for it to work. I approve. :thumbsup:
The name sounded so weird so I picked it apart looking for clues. If you rearrange the letters it becomes: "Name A Dire Hog". Coincidence? I THINK NOT!
Watch out for this dire hog in disguise...
I'd assume that:
* Crit Rating = chance to crit
* Crit strike = Damage amount that is increased when you do crit
The idea of instant poison is unbearable to me. Damage over time add a huge and fun gameplay twist and i would just miss that ALOT.
And if you guys think poison damage was underused in D2 you've a bad memory or never tested enough. In terms of items poison damage enhancement is by far the best one. In the end each element has it's own advanatage and i wish Blizz respect that. It's very simple:
COLD: Has the worst damage output but gives a nice slow effects to your attacks. Good if you need to corwd control.
FIRE: Better damage then cold but miss the slow effect. Good to instantly kill many enemies at once.
LIGHTNING: The same damage output of fire but with crazy variability. This high variance allows you to instantly kill stronger enemies now and then. Sometimes a fire damage would allways leave the enemy with low health and you would need another hit to kill him. A lightning damage adds you a chance to kill this guy with only one attack. The bad side is that it's harder to plan your actions: if you count to much in lihgtning damage you will never know the number of hits you take to kill someone. It's a tradeoff between planning edge and surprise hits.
POISON: Greatest damage output, but takes time to have full effect. In a certain aspect it's the most offensive element because you give your enemies a few more chances to hit you in order to kill then faster. When fightning mobs that yo'ure allowed to 1 hit kill then, poison is surely the worst element. Otherwise poison is the most powerful one.
I really, really love how elements work in D2 and i hope in D3 they don't screw it up. And i can't wait to see how arcane will work.
Output and maximun is no the same. Output is the avarage damage and in D2 lightning have about the same average as fire wich is lower then poison.