pretty sure the topaz (melee attackers take x amount of damage) is just another way of saying thorns. refering to if an enemy hits you, they take damage, as opposed to dealing extra damage.
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(this build was before D3 launched... looking back on it now - i had no idea what i was doing)
When looking at all these stats I suddenly realized -> adds 300 life... How much HP are we going to have?!
I'm still used to D2 stats, where 1000+ HP was an awful lot of hp... (unless you're an über geared Barb or something of course)
i belive we gonna have around 60 -100 000 hp
I'm pretty sure this guy has the closest guess so far. Seeing skills that heals ~15k, and just adding up what your + stam will be with legendary gear (before they took the stats off), I'm thinking at least 40-50k, probably more with top gear.
I would bet they are trying to make the Radiant Star Emerald (weapon effects) some type of resource generation / regeneration, but given the diversity of classes resources, I would bet this is something difficult to balance / put a number on.
do you think the lvl. 1 requirement across the board is just a placeholder, or will gems be the best way to twink new chars? could be a possible sink for gems, although you'd still end up with a ton of them.
Are there any skills that modify "thorns" damage? What is 50 thorns damage if you're hitting normally for thousands? Unless monster skills scale with level/difficulty like a players skill: For example: Risen damage 1-8 * level * difficulty modifier AND then somehow those multipliers are applied to thorns as well for calculating returned damage. I sure as hell wouldnt let something hit me for 5000 damage so I could return 50.
My theory on the massive HP numbers is that they are trying to fix the later patch D2 problem where the highest level monsters had to have massive hit points because the hero could put out so much damage, but they had to have tiny damage numbers because the hero had so few hit points. It didn't make any difference until you tried to use something like thorns or iron maiden, which became completely useless at later levels.
Keeping hero and monster hit points in the same ball park would make balancing different skill and damage types a lot easier.
+300 HP/Hit... and now use Way of the Hundred Fists runed with Hands of Lightning... thats 10 Hits during the 2nd strike. So you get 10*300HP = 3000 HP for every 2nd stage WofHF... that sounds pretty decent for a skill that you can spam...
If we have 60k life, that might be one monsters hit worth of health
pretty sure the topaz (melee attackers take x amount of damage) is just another way of saying thorns. refering to if an enemy hits you, they take damage, as opposed to dealing extra damage.
Would this work with the WD passive giving your pets thorns or not though? It will be interesting to find out
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For the Radiant Stars...
Ruby = +20-40 dmg
Amethyst = Each hit adds +300 life
Topaz = Melee attackers take 50 dmg per hit
Curious to see how the Amethyst is supposed to work... what counts as a "hit" when you have no basic attack?
Any spell landing on a target dealing dmg = a hit.
i belive we gonna have around 60 -100 000 hp
I'm pretty sure this guy has the closest guess so far. Seeing skills that heals ~15k, and just adding up what your + stam will be with legendary gear (before they took the stats off), I'm thinking at least 40-50k, probably more with top gear.
http://us.battle.net/d3/en/artisan/jeweler/recipe/radiant-star-emerald
I would bet they are trying to make the Radiant Star Emerald (weapon effects) some type of resource generation / regeneration, but given the diversity of classes resources, I would bet this is something difficult to balance / put a number on.
+20 to min dmg
+40 to max dmg
With fast weapons, thats money in the bank. Heck, even with a slow wpn it still seems infinitely better than a crappy heal or some thorns dmg.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
if you play a barb or WD with thorn passive, it's better to get those...
Keeping hero and monster hit points in the same ball park would make balancing different skill and damage types a lot easier.
If we have 60k life, that might be one monsters hit worth of health
Would this work with the WD passive giving your pets thorns or not though? It will be interesting to find out