I found this very interesting since there are a lot of questions around whether or not bosses get new abilities in the later difficulties. Granted this is just for SK.
It's the published official game guide from Brady.
Why would SKs HP go down from what it was at the end of beta? He was too easy to begin with.
Fake numbers are fake.
They aren't fake numbers. They are the numbers Blizzard gave them initially, when they set the game guides to print. Then, in Patch 14 Blizzard buffed the monsters from 1-20. It would not show up in the game guide, as the game guide was already in print (just like the instruction manual for the game was).
You honestly don't think they would release a completely new game guide for every balance patch, do you?
The SK's mechanics in the beta weren't so tough. Avoiding getting hit by him even without Vault or a similar skill wasn't that hard at all. As long as you stay within a certain range he does not do his teleport attack. You're a drooling retard if you /CAN'T/ avoid his attacks, bro.
It might be tougher, sure, but far far far from impossible.
On top of resists, armor, buffs, debuffs, I still think it's possible. What I AM worried about is the rest of the bosses whose mechanics aren't as megaman easy to avoid once you learn them.
Riight. And I'm sure that when he teleports on top of you and busts out a whirlwind for 125415 damage, or summons multiple skeletons on top of you that each do 12442412 damage, etc. that you will be able to avoid everything, as any character... let alone a melee character.
And thus far, Inferno has not been beaten. Impossible? Probably not. Extremely hard? Certainly.
Extremely loving it? Definitely.
So.. His teleport attack is avoidable by staying within probably ~40m from him, which is well outside of his melee range. His whirlwind has something like a 2 second telegraph, more than enough to get away. Handling his mobs with ranged attacks is not too tough with any of the classes. I played the beta and maxed each of the characters and beat the SK with at least two skill sets per char.
I still stand by the SK being not as tough as advertised this thread.
Then again, IF the SK is a one-shotter, I've got a pile or words to eat, and enjoy, lol,
Rock on, we'll see
I don't think he'll be a one-shotter, but I don't think he'll be a pushover, especially considering that he's the first real "boss" in Act 1, and when we run into him for the first time we will probably be wearing Hell gear, possibly some entry Inferno gear, and maybe even some leftovers from Nightmare (hope not on that last one).
Either way, I hope he rocks the box. Rock on, indeed.
It's the published official game guide from Brady.
Why would SKs HP go down from what it was at the end of beta? He was too easy to begin with.
Fake numbers are fake.
They aren't fake numbers. They are the numbers Blizzard gave them initially, when they set the game guides to print. Then, in Patch 14 Blizzard buffed the monsters from 1-20. It would not show up in the game guide, as the game guide was already in print (just like the instruction manual for the game was).
You honestly don't think they would release a completely new game guide for every balance patch, do you?
Oh my fault. I didn't realize that you were able to level past 13 and verify that these numbers were accurate during the beta.
You have no idea what the final numbers will be on any of the mobs in the game and neither does anyone else here. If you have actual verifiable proof, then by all means show us. Otherwise, have fun pretending you know what you're talking about until release.
What the hell are you talking about? No one said anything about final numbers. You were complaining that the numbers in the guide are "fake", and they aren't. They are just the numbers given to the guide publisher by Blizzard so they could actually make a fucking guide. The numbers may have changed since then, and in fact did change from levels 1-20. It has nothing to do with speculation.
Do you honestly think they are just now printing the millions of guides they plan to sell right now? My guess is they are sitting in warehouses, or being shipped globally to distributors as we speak, or however that stuff works.
The guide will probably have a caveat somewhere inside of it saying, "all information is accurate up to X date".
I never said I knew the final numbers. Don't put words into my mouth.
I'll put whatever I want to in your mouth.
My point was that you have no idea if any of these numbers are valid or not.
I found this very interesting since there are a lot of questions around whether or not bosses get new abilities in the later difficulties. Granted this is just for SK.
Everyone's comparing a monster's Hell stats to Inferno stats and going "WOW what a big jump!" You can't compare Act IV Hell to Act IV Inferno and say that you're going to get creamed. Look at this:
Armaddon Act IV Hell: 54k-76k health, 14k damage
Arachnid Horror Act I Inferno: 49k-81k health, 18k damage
When you look at it that way, it doesn't look like a big jump at all. Now...
Accursed Act II Inferno: 28k-56k health, 26k damage
What do these numbers tell me? People will get their asses kicked far earlier than Inferno... PRE-INFERNO TEARS OMANOM
I found this very interesting since there are a lot of questions around whether or not bosses get new abilities in the later difficulties. Granted this is just for SK.
I found this very interesting since there are a lot of questions around whether or not bosses get new abilities in the later difficulties. Granted this is just for SK.
A bit disappointing... I was hoping Inferno bosses would have additional mechanics.
All we see here is the SK does not however, the inclusion of this chart may be suggestive that are differences. Otherwise, why include a list that points out the skills for each difficulty.
wtf is it with blizzard and big numbers? do they feel kidz jizz in their pants when seing billions of damage comming out of their heroes?
I mean, why the wild scaling? Diablo 2 started at much lower numbers and scaled way less violently... characters rarely reached more than thousands of HP by the end of Hell and all numbers were nice and manage-able.
Millions of HP? WTF, do they like spamming the screen with 7 digit numbers?
wtf is it with blizzard and big numbers? do they feel kidz jizz in their pants when seing billions of damage comming out of their heroes?
I mean, why the wild scaling? Diablo 2 started at much lower numbers and scaled way less violently... characters rarely reached more than thousands of HP by the end of Hell and all numbers were nice and manage-able.
Millions of HP? WTF, do they like spamming the screen with 7 digit numbers?
There are four difficulty levels.
Damage and hit point numbers follow an exponential curve.
Therefore by inferno, hit points, dps etc are going to be crazy high
Noone noticed that with inferno gear we get 20-30k armor, which means 80 % dmg reduction ?
Armor numbers are not flat % reductions. The difference in level plays a huge role. At level 60 your armor number will say "Reduces damage from level 60 monsters by 40%" Since Inferno monsters are higher level, that reduction will be less.
I found this very interesting since there are a lot of questions around whether or not bosses get new abilities in the later difficulties. Granted this is just for SK.
A bit disappointing... I was hoping Inferno bosses would have additional mechanics.
All we see here is the SK does not however, the inclusion of this chart may be suggestive that are differences. Otherwise, why include a list that points out the skills for each difficulty.
I wonder how much his poison damage will scale.
Also, you know if they find that he somehow doesn't have enough mechanics, they will add one or two, if they see fit. Armageddon on SK, anyone?
I'll put whatever I want to in your mouth.
My point was that you have no idea if any of these numbers are valid or not.
Sounds like you're mad bro.
Obviously not comprehensive, and I can not expand the views any.
just the names of a few, no details:
Not in the sample. =)
A bit disappointing... I was hoping Inferno bosses would have additional mechanics.
My thoughts as well. I can't fricken wait...
Signature by Aranoch
Armaddon Act IV Hell: 54k-76k health, 14k damage
Arachnid Horror Act I Inferno: 49k-81k health, 18k damage
When you look at it that way, it doesn't look like a big jump at all. Now...
Accursed Act II Inferno: 28k-56k health, 26k damage
What do these numbers tell me? People will get their asses kicked far earlier than Inferno... PRE-INFERNO TEARS OMANOM
Doubt it, maybe the frequence/number of summoned etc scale though.
All we see here is the SK does not however, the inclusion of this chart may be suggestive that are differences. Otherwise, why include a list that points out the skills for each difficulty.
I can't believe you're actually serious...
Signature by Aranoch
There are four difficulty levels.
Damage and hit point numbers follow an exponential curve.
Therefore by inferno, hit points, dps etc are going to be crazy high
Damage numbers are default off so...... no.
SK is not an Act boss.
Armor numbers are not flat % reductions. The difference in level plays a huge role. At level 60 your armor number will say "Reduces damage from level 60 monsters by 40%" Since Inferno monsters are higher level, that reduction will be less.
Very good point... there's hope yet.
http://www.diablofan...-guide-preview/
Was wondering where you went. :Thumbs Up:
Love it sir.
Thank you