Edited by rozmata, 08 April 2012 - 11:22 PM.
General Video Guides and WD Playthrough series by KageKaze
#81
Posted 08 April 2012 - 11:21 PM
#82
Posted 08 April 2012 - 11:51 PM
rozmata, on 08 April 2012 - 11:21 PM, said:
hehe, point taken. I really thought it was worse than what it was. Then I listened back and I thought "oh, that's not so bad"... theeeeen the apologizing. Yeah, even I wanted to slap myself.
I'll just have to make the next one even BETTER!
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#83
Posted 09 April 2012 - 03:18 AM
I would expect that we'll see a lot of gear with +Resistances (in addition to Armor of course) and not much gear with +Dodge. They could cap it at 50 or something and it would be relatively linear, but I guess we'll learn more eventually... along with the Block cap if there is anything like that.
You can see when going from 200 dex > 400 dex VS 200 str > 400 str how much better dodge is. You get a 25.00% damage reduction increase VS 5.88% increase. That's 60% and 88.24% monster damage respectively. Of course that's where gear comes in obviously and you get a lot of armor from the gear you're wearing (and I'm sure we'll get a lot of resistances as well).
By the way KageKaze... if you haven't looked into that thread in the theorycrafting section it might be somehow useful, although it's really long. It goes into all the multipliers used in finding your DPS.
#84
Posted 09 April 2012 - 08:27 PM
On the other hand it may show that they are struggling to balance the game and we may end-up playing game which is either too difficult at the end or too easy, but in any case I think we will be able to find a way to crate some obviously cutting edge builds which they can't predict, buhhahahaha.
Edited by rozmata, 09 April 2012 - 08:32 PM.
#85
Posted 09 April 2012 - 09:44 PM
Shadow Tactics - Leoric, The Skeleton King
A full breakdown of the fight against Leoric, The Skeleton King.
Leoric has 3 major abilites:
- Flurry of blows
- Teleport
- Summon Minions
Killing the summoned minions
If you like this content, please thumb it up. Leave comments, questions, or suggestions at TheShadowPost@Gmail.com or here in the comments
It hasn't been as easy to set this up as I had hoped, takes a lot of footage and I didn't quite do what I had in my head. I wanted each ability to be shown as I talk about it, but I was already pushing my time. Also I forgot to mention that Leoric can kill his skeleton minions. I think I can edit that part in at least, I have a minute of extra footage to work with.
sacridoc, on 09 April 2012 - 03:18 AM, said:
Think I'm going to have to at some point, but it's kind of daunting
rozmata, on 09 April 2012 - 08:27 PM, said:
On the other hand it may show that they are struggling to balance the game and we may end-up playing game which is either too difficult at the end or too easy, but in any case I think we will be able to find a way to crate some obviously cutting edge builds which they can't predict, buhhahahaha.
Looking at the changes, most of them aren't too bad. A few damage tweaks here and there, but mostly I'm noticing that CC abilities have an increased chance to proc, but have a reduced duration. This is probably better since there's CC reduction in further difficulty, you'll most likely want the CC to happen more often and not care just how long it lasts.
Most of the damage changes aren't even for abilities we get in Beta it seems. Unless, of course, they changed the order we get spells again. Since Blizzard finally released an official skill progression chart, like d3db.com had, I find that doubtful.
All that being said..
CURSE YOU BLIZZAAAAAAAAAAAAAAAAAAAAAAAARD! I have to start all over again!
They love doing this to me when I have only 2 classes left to go, don't they?
Wonder why they needed a character wipe, everything seems straight forward.
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#86
Posted 10 April 2012 - 04:01 AM
Also, people are probably interested in how snares work on bosses I would bet. So if you're going to edit the video further, you should put that in.
#87
Posted 10 April 2012 - 04:06 AM
You seem to have a bit of Rush Limbaugh's vocal cadence. I like it, but your content is much more interesting.
#88
Posted 10 April 2012 - 08:06 AM
This the last video type is cool. Thanks
#89
Posted 10 April 2012 - 08:09 AM
#90
Posted 10 April 2012 - 09:17 PM
I'm continuing my series in a side by side release of videos when blizzard announces a new character. I'm obviously behind a week, but I plan to catch up quickly as I have time off this week. I want to make these videos a kind of all-in-one guide, covering the basics as well as advanced techniques so that Newbies and Veterans can prepare for launch. I can't cover everything, so I'm trying to also link any resources that will help people along the way.
Diablo 3 PATCH 16 - Final Countdown: Demon Hunter part 1
Levels 1-5
Skills: Hungering Arrow, Impale, Entangling shot, Caltrop, Rapid Fire
Topics-
- Patch 16 release - character wipe
- Plans to follow Blizzard's character reveals (reveal.diablo3.com)
- How to get a unique class sigil for your banner in retail
- Looking at default DPS (unarmed lvl 1)
- Achievement wipe (this didn't actually happen, achievements were retained)
- New icon for healers on the mini-map
- Some general patch notes (1h xbow buff, class specific items)
- Hatred/Discipline resource system
- Reduction of Discipline costs
- Effective resource use and 'overflow' of having full resourse
- Callback to the 'beer' resource used by Trebis (@SC2NoobSchool)
- 5 second cooldown on skill swapping in normal difficulty
- Maximizing resource usage
- Comparing skills using damage/resource
- Captain Daltyn's new abilites (possible change to all frozen mobs)
- Epic item hunting through breaking barrels
- How multiple snares work when used together
- Resource generation compared to RTS resource gathering
- Rare packs, Minions, and Champions
Plandor, on 10 April 2012 - 04:06 AM, said:
You seem to have a bit of Rush Limbaugh's vocal cadence. I like it, but your content is much more interesting.
Had to think on that one a bit. I may not be a Rush fan, but I fully admit the man has a knack for speaking publicly. Thank you.
rozmata, on 10 April 2012 - 08:09 AM, said:
Ah, sorry to disappoint I already started recording him. Becides, scarves are cool. The guy from Shinobi (Joe Musashi?) and Viewtiful Joe wear scarves!
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#91
Posted 12 April 2012 - 03:09 AM
Levels 6 - 7
Runes: Puncturing Arrow (Hungering Arrow), Impact (Impale)
Topics-
- Items open at http://reveal.diablo3.com
- Barbarian open for banner customization
- Developer Diary I unlocked
- FPS feature added to the game using CTRL + R
- How movement and attack work in a click only game like Diablo 3
- How to force attack while standing still (Shift key)
- How to force your character to move without attacking (unbound)
- Elemental damage inheritance for skills with or without damage types
- Elemental damages lacking special properties
- How skills with elemental types benefit from elemental damage on weapons
- Combining effective damage and effective resource management
- Nephalem Valor: LINK
- Shrine buff sharing across your party
- Recall stones added at the end of dungeons
- Picking skills based not only on what they do, but how they feel or look
- The impression of low build diversity especially at low levels
- Why low level skills will be useful even at end game
- Higher level skills or skills with runes not always 'better' than previous skills
- The dynamic monster spawns of Diablo 3 compared to Diablo 2
- Why you want to look at white/gray items early, but quickly start to ignore them
- Demon Hunters and Melee weapons
- Future builds without ranged weapons may work, but not enough skills in beta
- The 'silver' questgiver icon (!) and what it means
Edited by KageKaze, 12 April 2012 - 03:11 AM.
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#92
Posted 12 April 2012 - 09:42 AM
Here's the 2nd part of part 2, now affectionately called part 3.
Diablo 3 PATCH 16 - Final Countdown: Demon Hunter part 3
Level 8
Skills: Smoke Screen
Topics-
- Random events and why it's a good thing to go the 'wrong way'
- High risk high reward weapons compared to stable weapon damage
- Enemy Dodge bug (7:00) - Enemy becomes unhittable
- Rubberbanding with Knockback (7:30) that will be fixed at release
- Changes to Smoke Screen that do not appear in the tooltip
- Maximum movement increase value (25%)
- Crafting and how Artisans work (20:00 - 28:30)
- Chance to acquire rare crafting materials from blue items
- Legendary crafting materials removed for all difficulties except Inferno
- Blacksmith is at Apprentice level, misspoke that he's at artisan
- Monster Agro and using smoke screen to your advantage
- Using high damage weapons for hard hitting, high cost abilities
- using high DPS weapons for efficent abilities (Rapid Fire)
- Matriarch's Bones (31:20)
- Compensating for low damage weapons with higher resource generation
- Plans for future classes: Barbarian, Monk, Witch Doctor, Wizard
For those interested, I created a Blacksmith Artisan primer from a segment of the above video. It's pretty much the 9 minutes near the end where I go over crafting, but it seemed useful for a primer and I wanted to make it easy to find without combing through a playthrough.
Edited by KageKaze, 12 April 2012 - 09:45 AM.
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#93
Posted 15 April 2012 - 10:56 AM
Diablo 3 PATCH 16 - Final Countdown: Demon Hunter part 4
Level 9
Skills: Vault
Runes: Chain Gang (entangling shot)
Topics-
- Book of Cain unlock available at http://reveal.diablo3.com
- Discussion on Primary Attributes (1:50 - 15:30)
- Secondary effects of primary attributes
- Str-armor, dex-dodge, int-resistance
- In depth look at the Details screen
- Details screen has a real-time update, easy to see changes when they happen
- Attacks per Second only shows current swing hand
- Details numbers rounded, but detailed tooltip values should be accurate
- How ratings work (armor/resist)
- Thorns damage
- Various life regeneration stats
- Resource values and class specific items
- Maximum movement speed increase (25%)
- The asterisk (*) over an NPC's head
- Quivers giving 10% attack speed bonuses for all ranged weapon types
- Molten monster type (20:50)
- Elective mode tutorial (25:25 - 28:00)
- Follow up on Armor ratings (29:45 - 31:15)
- Higher ratings needed for higher monster levels
- Monster melee swings unavoidable
- Co-Op vs Single player play
- Correction: XP increases and 8 player parties were D2, said D3 by mistake
- Followers (39:45 - 47:50)
Diablo 3 PATCH 16 - Final Countdown: Demon Hunter part 5
Level 10
Passives: Thrill of the Hunt, Tactical Advantage
Topics-
- Overview of some unavailable demon hunter skills
- Demon Hunters excelling at Combat and Monster control
- Weeding out useless skills and how customization is still high
- Set items and how they might play out in retail
- Gear choices based on difficulty setting or act
- Using crafting as a supplement to gear drops
- Choosing the right class for your playstyle
- Protection % on tooltips is actual damage reduction, not rating change
- choosing different types of skills for the same goal
- Dealing with monsters with shields
- General strategies you can use for dealing with monsters
- Ability to skip the Leoric death scene and 4 pillars event
- Enemies rendering on the Line of Sight rule
- Considering your strategy and build before encountering a boss
- Inability to use Town Portals in Boss fights
- High loot drop chances for first time kills per difficulty
- Identifying rare items
- Given rares compared to random "in the world" rare drops
- A brief look at passives and what kind of opportunities they present
I also made 2 more primers based off of part 4 above. If you're looking for something abit more bite sized, they might be what you're looking for.
Diablo 3 Systems Primer - Primary Attributes
Diablo 3 Systems Primer - Followers & NPCs
Edited by KageKaze, 15 April 2012 - 10:59 AM.
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#94
Posted 15 April 2012 - 02:10 PM
ty.
#95
Posted 15 April 2012 - 08:05 PM
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#96
Posted 15 April 2012 - 08:22 PM
In relation to the 4th DH video...
1) Armor does in fact reduce all damage taken, not just physical. It's just a different way of getting to the same result you get with Intelligence (and truthfully dodge as well).
2) It's been said that there are intervals where you get less dodge per point of dexterity. This system seems pretty awkward and they could perhaps change it at some point. In general, Dodge is somewhat awkward because it doesn't get better in a linear fashion but rather becomes exponentially better the more you have of it.
3) Important to keep in mind that life on hit (as well as procs most likely) should have an interal cooldown and probably some sort of penalty associated with it that is unknown (at least to me) at this point.
4) Rubies are one example of things that increase experience gained by a % (in addition to shrines).
5) I'm pretty sure you can dodge missle attacks, it wouldn't make sense if you couldn't.
Edited by sacridoc, 15 April 2012 - 08:23 PM.
#97
Posted 15 April 2012 - 10:45 PM
sacridoc, on 15 April 2012 - 08:22 PM, said:
In relation to the 4th DH video...
1) Armor does in fact reduce all damage taken, not just physical. It's just a different way of getting to the same result you get with Intelligence (and truthfully dodge as well).
2) It's been said that there are intervals where you get less dodge per point of dexterity. This system seems pretty awkward and they could perhaps change it at some point. In general, Dodge is somewhat awkward because it doesn't get better in a linear fashion but rather becomes exponentially better the more you have of it.
3) Important to keep in mind that life on hit (as well as procs most likely) should have an interal cooldown and probably some sort of penalty associated with it that is unknown (at least to me) at this point.
4) Rubies are one example of things that increase experience gained by a % (in addition to shrines).
5) I'm pretty sure you can dodge missle attacks, it wouldn't make sense if you couldn't.
I think I responded to some of those, though I think I misunderstood the last point. I thought you meant dodge as in move out of the way, not dodge as in the mechanic.
I posted an annotation on the primer version of the primary attributes as it's something I'm not sure of, but wanted to make sure I put the information out there. I think Blizzard making this guide site they are talking about would be great to clear up the question on how these things work in detail. It doesn't seem right to me that armor should also reduce magical damage. That means they end up stacking. I like the idea of having to balance out magical defense (resistance), physical defense (armor), and vitality but I suppose that could get too unwieldy in a fast game like Diablo. Especially since dodge also factors in there. Hrmmm...
I want to keep an eye out on that life on hit issue. I'm not sure if it has an ICD, but it would make sense with faster abilities. I'd have to do testing on that one.
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#98
Posted 16 April 2012 - 01:54 AM
Also, the way it works is that the more you stack of one attribute, the better it is for your defense. As in... having 40% reduction from Armor, is better than 20% from Armor and 20% from Intellect. But what should happen is that after a while there will be diminishing returns on stats so a Barbarian will still want to get Resistances for that reason, perhaps making 20% + 20% better to avoid diminishing returns.
Dodge is still weird though. Perhaps there will come a point where Dodge will be good to get because you have diminishing returns on the other 2 defensive areas. Of course I have no idea if these diminishing returns actually exist for Resistances and Armor... we'll have to find out.
#99
Posted 17 April 2012 - 05:03 PM
Diablo 3 PATCH 16 - Final Countdown: Barbarian part 1
Levels 1 - 5
Skills: Bash, Hammer of the Ancients, Cleave, Ground Stomp, Rend
Topics-
- Developer Diary II unlocked at http://reveal.diablo3.com
- Monk video released on IGN (Monk unlocking on reveal site)
- Unarmed DPS and assumptions on how the damage is calculated
- Unarmed + offhand does not invoke Dual Wield mechanics
- Overview of the Fury system (throughout start of the video)
- Brief look at blocking stats
- Completing bonus objectives when questing
- Front loaded damage Vs. Back loaded damage
- Clarifying how armor works according to tooltips and feedback
- Closer look at comparing shields
- Brief look at Dual Wielding and resource generation
- Bonus damage included in tooltips
- Monsters killed by the environment will give XP
- Skills that alternate weapons or are mainhand damage based
- Lack of beta optimization, reason for choppy video
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#100
Posted 17 April 2012 - 08:40 PM
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