Magic Find. It is the one system that I would love to see explained and is the most in-the-dark system to most people. I know how it worked in D2, but I would love to know how it works in D3.
Yeah, really thoroughly and in combination with info about Neph Valor.
I want to know 100% how skills work. I want a page on that site guide for EACH SKILL completely explaining every nook, every nuance of every skill/rune. At the very least, maybe just for the ones that aren't as straight forward in wording due to tooltip space.
For instance, I find it's hard to compare skills that are channeled to regular ones. I think they actually do damage per your attack speed (1.4 ticks of damage per second 1.4 Attack Speed while channeling) but I want to see that stuff explained in detail.
So anything and everything having to do with channeled spells/their attack speed/damage/resource consumption, whatever else...
Same thing with any other skill that may not be 100% straight forward when reading the tooltip or skills that have 'hidden" quirks.
Hmm.. for example.
1) How exactly attack speed works with channeling spells.
2) Do various skills have an attack speed modifier (for example monk spirit generators - various combo attacks attack with different frequency. Useful to know for spirit generation rates of different skills.
This is exactly the type of stuff I'm talking about with the skill pages I want on the site.
Most requests made in these particular forums will be for advanced or internal information/mechanics. As !awesome! as it would be for Blizzard to honor these, given their track-record, it's doubtful they will -- that is why Arreat Summit was invented...it's a *fansite*, even if it's now hosted on Blizzard servers. More recently, games like WoW had the same questions, and instead of answering them, they watchd as fansites like wowhead (and thottbot), EJ, wowcensus, world of logs (and WWS), and recently wowreforge (, ... I could go all day) had to be created to theorycraft/guess/answer the questions that Blizzard had the answers to at their freaking fingertips.
My point is that there will be fan sites that provide the info people have requested so far. Expecting Blizzard to put that stuff into the current "Game Guide", which is historically meant for people who are new to the franchise, is very optimistic. Sure, they may have made a New Years resolution to directly support their hardcore audience, but I'll be convinced only when I see it.
Good luck on your questions guys...maybe they can be used in a theorycraft fansite when/if Blizzard ignores us.
3D view of items on all class/gender combinations.
That alone would make the guide larger than any guide made for any one game and would absolutely have to be a hardback if not also a collection of volumes. That's probably better for a website (especially since sites like D3DB.com will let you rotate the model of both the items and the classes/gender equipping them).
edit: They could probably include a gallery of all Legendaries and Sets (including how the sets look on each class)
I was under the impression that this was for the Game Guide on the official Diablo III website.
Most requests made in these particular forums will be for advanced or internal information/mechanics. As !awesome! as it would be for Blizzard to honor these, given their track-record, it's doubtful they will -- that is why Arreat Summit was invented...it's a *fansite*, even if it's now hosted on Blizzard servers. More recently, games like WoW had the same questions, and instead of answering them, they watchd as fansites like wowhead (and thottbot), EJ, wowcensus, world of logs (and WWS), and recently wowreforge (, ... I could go all day) had to be created to theorycraft/guess/answer the questions that Blizzard had the answers to at their freaking fingertips. My point is that there will be fan sites that provide the info people have requested so far. Expecting Blizzard to put that stuff into the current "Game Guide", which is historically meant for people who are new to the franchise, is very optimistic. Sure, they may have made a New Years resolution to directly support their hardcore audience, but I'll be convinced only when I see it. Good luck on your questions guys...maybe they can be used in a theorycraft fansite when/if Blizzard ignores us.
This is blizzard taken the time Wanting to get this information so they can make it like it was, not something we figured we would just do. Blizzard really wants to make their game guide just as good if not better than Arreat summit, and will be reading the list we send in.
How does diminishing returns work on +experience per kill? For instance, if someone stacked up +1000xp per kill on gear and farmed normal a1 packs... what experience would they be getting? In the beta I'd have +28 from gear but only be getting 13 or so from mobs like skeletons (as level 12 traversing my way to the skeleton king).
How green numbers change on any given skill. Levels? Runes? Gear (affix or damage)? Passive? Combination? Not at all? Etc.
This is one that I think would be greatly appreciated. Taking the Witch Doctor as an example, their mana costs go up every so many levels. It would be nice to know what the values at start and end (and possibly inbetween) would be.
Following up with this I think I'd like to see charts that show character growth per level (str, dex, mana, etc).
I think I'd also like to see an advanced skill description or hint guide. For example, Diamond Skin can be cast at any time even while casting another spell. It doesn't interrupt you at all while Frost Nova will. Listing this as a protip to help people make builds would be kind of cool.
It would be nice to know if class-specific armours come with constant bonuses the way class off-hands do. Assuming they keep everything that is already there, I would eventually like to see video clips for all of the rune variants the way they have them for some unruned skills now. Also preferably that they finish the unruned videos. Complete information on legendaries and sets (I know this is coming). An explanation of damage types so the choice feels more than aesthetic, if it is meant to. Item affixes, monster affixes, and monster stats and tactics, of course.
Drawings/examples of "yards" radius relative the size of the screen. I would like to know exactly how far 5yds is, for example.
What is the difference between dodge/armor/defense/resistance in terms of what they negate, how much of it, how often, and what's the diminishing return on them.
A complete list of possible random attributes with what kind of items they can appear on (i.e. +damage [rings+weapons only], +intelligence[all items], etc).
What is the difference between dodge/armor/defense/resistance in terms of what they negate, how much of it, how often, and what's the diminishing return on them.
Awesome question, to expand on it though...
I want to see the hit table for Diablo 3. Is it a single roll system? Is it possible to have 50% Block and 50% Dodge and never be hit (doubt it, but I want to see the reasons why not explained). Is there a chance to miss in addition to block and dodge that we don't see? Does having 100% chance to crit mean you can't be blocked/dodged (if it's a single die roll system).
On the Monster side of things...
Do monsters have innate chance to miss us? Or is it only based on our Dodge/Block and Damage Reduction?
Do monsters have a set chance to Crit? To Dodge? To Block?
I would guess it goes up by level, so maybe some sort of table/spreadsheet showing us Monster attributes from level 1-Inferno.
Separate Question #1 (but slightly related still) -
How do different damage reduction types stack? (Resistances, Armor, and the specific Reductions like "Melee")
If I have 20% Missile Damage Reduction and 20% regular Damage Reduction from Armor, does that mean I take 40% less damage from ranged attacks? (What exactly constitutes a "missile"? ANY ranged skill be it magical or physical in nature?).
Question #2 -
This kind of goes with my previous post about how I want EXTREMELY IN DEPTHPAGES for EACH skill/rune combo explaining any formulas and mechanics a given skill may use in the background (things like channeled skills need more explaining, DoTs, any other skill that may not be perfectly explained in the tooltip).
How exactly do DoTs work? From the same source and from 2 different people? What about debuffs?
What about 2 DoTs but each runed differently so they each have a different secondary effect?
IE - DoT of Death does 10 damage over 5 seconds. Rune 1 makes the DoT snare the enemy and Rune 2 makes the DoT reduce the enemy's damage done.
Can there only be 1 DoT ticking? Can only 1 DoT tick damage but the secondary effect from each will stack if 2 people use each of those runes I made up above?
To quote the health systems page a bit: "When you do battle with stronger foes, like "rare" and "champion" monsters, you're likely to see medium-sized health globes emerge before these monsters are killed, as they reach certain health percentages or are stripped of their defenses."
"Each boss battle includes a custom-designed means of utilizing these globes to regain health."
How do followers affect magic/gold find? They have their own magic/gold find stats if you check - do they work like players in multiplayer in this regard (so magic/gold find is averaged over the players) or does their stat increase yours as well?
The player gets 20% of their follower's MF and GF so it's no different than any other MF or GF gear, you just get less of it.
1- Loot drop formula. Is quality determined first, then item type? Vice versa? Some other system? If the magic find value is not included here, provide exhaustive information on how magic find works.
2- "Has a chance on x/y/z/crit to do <something>" have that chance explained precisely.
3- Peculiar skills interacting with other game mechanics, e.g. if you hit only one target with spectral blade, which has multiple hits, and if they all crit, are multiple seconds taken off cooldowns when combined with critical mass? how does critical mass work with AOE skills? how does "thrive on chaos" for WotB work? Do you need to have a not-full rage bar for rage to be considered gained? How do the split arrows from Hungering Shot's Shatter Shot behave? Do they seek and/or peirce?
4- ealiest possible location for a drop to happen from a normal monster (possibly a seperate notation for bosses). So for instance, what area is the earliest possible for a Toporok (http://us.battle.net/d3/en/item/toporok) to drop? Can it drop in an area below that from a boss/champion etc? If so, what is the earliest area that it can drop from a champion/boss?
5- base speeds of abilities. Fists of thunder claims to be faster than deadly reach. how fast is each if i have no weapon equiped? would a "faster" skill interact with attackspeed bonuses differently than someone might think?
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Yeah, really thoroughly and in combination with info about Neph Valor.
D3 Channel: OnetwoD3
I want to know 100% how skills work. I want a page on that site guide for EACH SKILL completely explaining every nook, every nuance of every skill/rune. At the very least, maybe just for the ones that aren't as straight forward in wording due to tooltip space.
For instance, I find it's hard to compare skills that are channeled to regular ones. I think they actually do damage per your attack speed (1.4 ticks of damage per second 1.4 Attack Speed while channeling) but I want to see that stuff explained in detail.
So anything and everything having to do with channeled spells/their attack speed/damage/resource consumption, whatever else...
Same thing with any other skill that may not be 100% straight forward when reading the tooltip or skills that have 'hidden" quirks.
This is exactly the type of stuff I'm talking about with the skill pages I want on the site.
My point is that there will be fan sites that provide the info people have requested so far. Expecting Blizzard to put that stuff into the current "Game Guide", which is historically meant for people who are new to the franchise, is very optimistic. Sure, they may have made a New Years resolution to directly support their hardcore audience, but I'll be convinced only when I see it.
Good luck on your questions guys...maybe they can be used in a theorycraft fansite when/if Blizzard ignores us.
This is blizzard taken the time Wanting to get this information so they can make it like it was, not something we figured we would just do. Blizzard really wants to make their game guide just as good if not better than Arreat summit, and will be reading the list we send in.
effects of elemental damage other than type change (if reintroduced)
Category each skill falls under for each class (ex Fury generator/fury spender/Utility; Primary/secondary/etc.; CC/Healing/no Damage/AoE/etc.)
Set Name and components
Chance of crafting material produced (ex. Magic Item level 32-51: Subtle Essence 40%, Shimmering Essence 50% Fallen Tooth 9% Lizard Eye 1%)
Great News post and that was a sweet video! I think that a bunch of that was the end of Act 3/Early Act 4 too!
This is one that I think would be greatly appreciated. Taking the Witch Doctor as an example, their mana costs go up every so many levels. It would be nice to know what the values at start and end (and possibly inbetween) would be.
Following up with this I think I'd like to see charts that show character growth per level (str, dex, mana, etc).
I think I'd also like to see an advanced skill description or hint guide. For example, Diamond Skin can be cast at any time even while casting another spell. It doesn't interrupt you at all while Frost Nova will. Listing this as a protip to help people make builds would be kind of cool.
What is the difference between dodge/armor/defense/resistance in terms of what they negate, how much of it, how often, and what's the diminishing return on them.
A complete list of possible random attributes with what kind of items they can appear on (i.e. +damage [rings+weapons only], +intelligence[all items], etc).
Awesome question, to expand on it though...
I want to see the hit table for Diablo 3. Is it a single roll system? Is it possible to have 50% Block and 50% Dodge and never be hit (doubt it, but I want to see the reasons why not explained). Is there a chance to miss in addition to block and dodge that we don't see? Does having 100% chance to crit mean you can't be blocked/dodged (if it's a single die roll system).
On the Monster side of things...
Do monsters have innate chance to miss us? Or is it only based on our Dodge/Block and Damage Reduction?
Do monsters have a set chance to Crit? To Dodge? To Block?
I would guess it goes up by level, so maybe some sort of table/spreadsheet showing us Monster attributes from level 1-Inferno.
Separate Question #1 (but slightly related still) -
How do different damage reduction types stack? (Resistances, Armor, and the specific Reductions like "Melee")
If I have 20% Missile Damage Reduction and 20% regular Damage Reduction from Armor, does that mean I take 40% less damage from ranged attacks? (What exactly constitutes a "missile"? ANY ranged skill be it magical or physical in nature?).
Question #2 -
This kind of goes with my previous post about how I want EXTREMELY IN DEPTH PAGES for EACH skill/rune combo explaining any formulas and mechanics a given skill may use in the background (things like channeled skills need more explaining, DoTs, any other skill that may not be perfectly explained in the tooltip).
How exactly do DoTs work? From the same source and from 2 different people? What about debuffs?
What about 2 DoTs but each runed differently so they each have a different secondary effect?
IE - DoT of Death does 10 damage over 5 seconds. Rune 1 makes the DoT snare the enemy and Rune 2 makes the DoT reduce the enemy's damage done.
Can there only be 1 DoT ticking? Can only 1 DoT tick damage but the secondary effect from each will stack if 2 people use each of those runes I made up above?
To quote the health systems page a bit: "When you do battle with stronger foes, like "rare" and "champion" monsters, you're likely to see medium-sized health globes emerge before these monsters are killed, as they reach certain health percentages or are stripped of their defenses."
"Each boss battle includes a custom-designed means of utilizing these globes to regain health."
The rest here - http://us.blizzard.com/diablo3/world/systems/health.xml
What percentages? What are the chances? How does each boss encounter change?
The player gets 20% of their follower's MF and GF so it's no different than any other MF or GF gear, you just get less of it.
2- "Has a chance on x/y/z/crit to do <something>" have that chance explained precisely.
3- Peculiar skills interacting with other game mechanics, e.g. if you hit only one target with spectral blade, which has multiple hits, and if they all crit, are multiple seconds taken off cooldowns when combined with critical mass? how does critical mass work with AOE skills? how does "thrive on chaos" for WotB work? Do you need to have a not-full rage bar for rage to be considered gained? How do the split arrows from Hungering Shot's Shatter Shot behave? Do they seek and/or peirce?
4- ealiest possible location for a drop to happen from a normal monster (possibly a seperate notation for bosses). So for instance, what area is the earliest possible for a Toporok (http://us.battle.net/d3/en/item/toporok) to drop? Can it drop in an area below that from a boss/champion etc? If so, what is the earliest area that it can drop from a champion/boss?