One skill's wording(backlash) in particular needs to be changed, it says "Successfully dodging an attack has a chance to create a burst of flame dealing 78% weapon damage." This turned me away from the skill because unlike every other skill it doesn't tell you the chance it has to cast, so i don't know whether is it a 50% chance to cast or a 10% chance to cast. hopefully someone else notices that blizzard should include the statistical information in backlash because its uncertain how valuable that skill really is. If you have any more Constructive Ideas and Really Really want to get into the beta. Post your comments here.
I agree with this, it was same in wow with its internal cooldown.
the x% of a proc should be clearly stated so player can make better judgement to if they would want to use that skill/passive or item.
i also hope there will be item that can increase those proc chances as I do love myself gear based on procs/rng. wow got boring once they took out everything to do with rng.
Here's one, the Wizard's Arcane Orb (Chuck an orb of pure energy doing 225% damage as arcane to all enemies within 10 yards after it hits). If you look at the rune Alabaster it says (passes thru all enemies dealing 146% wepon damage as arcane). Why would you use this rune in this skill and lose 79% weapon damage which works in a straight line, it does not make sense to me.It seems to down grade the spell not increase it......or maybe it's me and I am looking at it wrong.
You're looking at it wrong Kiwimustang. This basically makes it so arcane orb is more reliable. The rune takes care of this example:
Unruned Arcane Orb:
You have clumped up a group of enemies by careful snares and running away from them. You're all set and you let loose a couple of arcane orbs to decimate the clump grouped of enemies. Inside the clump are a few summoning type mobs. As your two or three arcane orbs go flying towards the mass of monsters, the summoners conjure up a couple additional enemies that block the path of your arcane orbs and the mass of baddies they were meant to hit. When your arcane orbs hit these out of position, summoned mobs they detonate and everything comes running towards you with hell bent fury to rip you to shreds.
Alabaster runed arcane orb:
You have clumped up a group of enemies by careful snares and running away from them. You're all set and you let loose a couple of arcane orbs to decimate the clump grouped of enemies. Inside the clump are a few summoning type mobs. As your two or three arcane orbs go flying towards the mass of monsters, the summoners conjure up a couple additional enemies that block the path of your arcane orbs and the mass of baddies they were meant to hit. When your arcane orbs hit these out of position, summoned mobs they pass right through them, deal some minor damage, and then continue on and hit the intended group. You then use a few signature spells (magic missiles would be my signature of choice) to clean up the extras and go collect your loot. This basically changes the way you'd group enemies up and utilize arcane orb.
As you can see it doesn't nerf the ability, it just makes it more reliable. It's the same sort of thing with the indigo (I believe) plague of toads where you switch from three toads doing 150% damage each IF all three explode to a 143% per second aoe. The indigo rune does actually lower the damage potential, but effectively in most cases it is actually a damage increase as often enough to notice and get frustrated, toads will hop right away from enemies and never detonate.
In my opinion I feel the the companion should be brought back but get rid of the cute fury creatures and keep the bat, snake,and add like a dog or wolf, something that is actually trainable. also the beta should be given to people who have been posting topics not the ones who just heard about the giveaway and now are posting. Also please allow set items to be better or equal to uniques, because in diablo 2 lod the set items became worthless unless it was trang ouls or tal rasha's. I hope there is much item diversity because if it resembles diablo 2 everyone will have engima with a torch with soj and anni's. This was so bothersome because even though all the characters were different they all ended up using the same stuff.
Also i hope that etheral items are included in diablo 3 and may actually be better than diablo 2. the reasons being are because in diablo 2 no one would waste their zod to make an etheral indestructible unless it was a runeword. etheral items were almost considered useless and had no real value, But it would be interesting if more people used etheral items because they could be better but could only use it for a short time causing that player to create more diversity in use of items, rather than crafting and item and sticking with it untill you get your blacksmith a higher level and stick with the next set of crafties.
I know blizzard has stated that they are interested in creating a webpage with indepth information to support theory crafting similar to the excellent fan site the Arreat summit. I agree that skills with hidden proc rates are a big downturn and something that makes player move away from a potentially great skill.
What I'd like to see from Blizzard is a balanced flow of information through the tool tip with the added possibility of getting an advanced tooltip through options but also a skill book'esque page containing the semi hidden information of the math behind procrates, gcds and everything that makes for interesting theory crafting.
this is a good point, blizzard should include either in the strategy guide or a web page the hidden mathematics that goes into this game. like the actually attack speed of each skills, what the chance of the cast has of casting, maybe different speeds on demon hunters arrows, chance an aoe has to crit or each spell has to crit etc.Also it seems like blizzard is tryiing to make the game simplified for the new users but, what about the veteran users.There needs to be some form of advanced information the the players can access to learn about the nitty gritty of their characters.
Maybe it's just me but, can't you look up your dodge rate etc fairly easily in your character tab or something?
Mantra of Evasion
Mantras
Cost: 25 SpiritRecite a Mantra that grants you and all allies within 40 yards a 25% chance to dodge attacks. Lasts 3 minutes.For 3 seconds after activation, a second effect grants an additional 25% chance to dodge attacks.
Backlash
Successfully dodging an attack has a chance to create a burst of flame dealing 78% weapon damage as Fire to all nearby enemies.
Backlash isn't an ability, it's a runestone modifying the ability. I'm pretty sure you can activate the mantra and check your total dodge % (add 25% to that for the first 3 seconds of activation if you can't check it fast enough), and make your decision from there. There's no need to be lazy. For instance, I'mma take a stab and say you start off with ~5% base dodge. Gear/other skills will modify that and you can take that into account. The mantra this runestone uses gives you another 25% passive dodge, and for the first 3 seconds another 25% dodge on top of that. So you'll have roughly 30% dodge before gear/other abilities after the first 3 seconds. Pretty sure you'll be given a stat tab though.
Maybe it's just me but, can't you look up your dodge rate etc fairly easily in your character tab or something?
Mantra of Evasion
Mantras
Cost: 25 SpiritRecite a Mantra that grants you and all allies within 40 yards a 25% chance to dodge attacks. Lasts 3 minutes.For 3 seconds after activation, a second effect grants an additional 25% chance to dodge attacks.
Backlash
Successfully dodging an attack has a chance to create a burst of flame dealing 78% weapon damage as Fire to all nearby enemies.
Backlash isn't an ability, it's a runestone modifying the ability. I'm pretty sure you can activate the mantra and check your total dodge % (add 25% to that for the first 3 seconds of activation if you can't check it fast enough), and make your decision from there. There's no need to be lazy. For instance, I'mma take a stab and say you start off with ~5% base dodge. Gear/other skills will modify that and you can take that into account. The mantra this runestone uses gives you another 25% passive dodge, and for the first 3 seconds another 25% dodge on top of that. So you'll have roughly 30% dodge before gear/other abilities after the first 3 seconds. Pretty sure you'll be given a stat tab though.
the problem isn't with the skill of mantra of evasion or the % it adds to dodge. It is the fact that it dose not list the %chance to cast the spell. it only states "has a chance to cast upon being hit." My question is, what is that chance?
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the x% of a proc should be clearly stated so player can make better judgement to if they would want to use that skill/passive or item.
i also hope there will be item that can increase those proc chances as I do love myself gear based on procs/rng. wow got boring once they took out everything to do with rng.
Unruned Arcane Orb:
You have clumped up a group of enemies by careful snares and running away from them. You're all set and you let loose a couple of arcane orbs to decimate the clump grouped of enemies. Inside the clump are a few summoning type mobs. As your two or three arcane orbs go flying towards the mass of monsters, the summoners conjure up a couple additional enemies that block the path of your arcane orbs and the mass of baddies they were meant to hit. When your arcane orbs hit these out of position, summoned mobs they detonate and everything comes running towards you with hell bent fury to rip you to shreds.
Alabaster runed arcane orb:
You have clumped up a group of enemies by careful snares and running away from them. You're all set and you let loose a couple of arcane orbs to decimate the clump grouped of enemies. Inside the clump are a few summoning type mobs. As your two or three arcane orbs go flying towards the mass of monsters, the summoners conjure up a couple additional enemies that block the path of your arcane orbs and the mass of baddies they were meant to hit. When your arcane orbs hit these out of position, summoned mobs they pass right through them, deal some minor damage, and then continue on and hit the intended group. You then use a few signature spells (magic missiles would be my signature of choice) to clean up the extras and go collect your loot. This basically changes the way you'd group enemies up and utilize arcane orb.
As you can see it doesn't nerf the ability, it just makes it more reliable. It's the same sort of thing with the indigo (I believe) plague of toads where you switch from three toads doing 150% damage each IF all three explode to a 143% per second aoe. The indigo rune does actually lower the damage potential, but effectively in most cases it is actually a damage increase as often enough to notice and get frustrated, toads will hop right away from enemies and never detonate.
this is a good point, blizzard should include either in the strategy guide or a web page the hidden mathematics that goes into this game. like the actually attack speed of each skills, what the chance of the cast has of casting, maybe different speeds on demon hunters arrows, chance an aoe has to crit or each spell has to crit etc.Also it seems like blizzard is tryiing to make the game simplified for the new users but, what about the veteran users.There needs to be some form of advanced information the the players can access to learn about the nitty gritty of their characters.
Backlash isn't an ability, it's a runestone modifying the ability. I'm pretty sure you can activate the mantra and check your total dodge % (add 25% to that for the first 3 seconds of activation if you can't check it fast enough), and make your decision from there. There's no need to be lazy. For instance, I'mma take a stab and say you start off with ~5% base dodge. Gear/other skills will modify that and you can take that into account. The mantra this runestone uses gives you another 25% passive dodge, and for the first 3 seconds another 25% dodge on top of that. So you'll have roughly 30% dodge before gear/other abilities after the first 3 seconds. Pretty sure you'll be given a stat tab though.
the problem isn't with the skill of mantra of evasion or the % it adds to dodge. It is the fact that it dose not list the %chance to cast the spell. it only states "has a chance to cast upon being hit." My question is, what is that chance?