So we all know the Barbarian's resource system is fury, which is gained from dmg done and dmg received.
My question is,
Say i hit a ghoul for 325 dmg but said ghoul only has 200hp, would I receive fury for extra 125dmg i did over his hp or just the ghouls 200hp worth of fury?
You said it yourself, the Barbarian gain fury from DMG. So It should be 325 DMG restore if its a clean hit. However I dont know how Fury exactly works, you need alot of action going on to have fury for a long time.
You said it yourself, the Barbarian gain fury from DMG. So It should be 325 DMG restore if its a clean hit. However I dont know how Fury exactly works, you need alot of action going on to have fury for a long time.
I don't think it is based off the actual damage, just hitting/being hit. One hit gives 1 strike of fury, being hit once gives 1 strike of fury (these are examples, but it's linear). If it were based off the actual damage dealt, it would be pretty complicated; player-wise and code-wise. Players dealing more damage from Critical Hit amplifying traits would inherently gain more fury, making critical hit traits pretty much completely mandatory; high-level players would gain a ridiculous amount of Fury in low-level areas; pvp would be a whole different balance issue.
I think it's safe to say Fury acts simply upon being struck or striking, and doesn't need to consider the amount of damage you give/take.
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The final test of the Serpent's Form takes place in "The Pit of 12 Vipers." The initiates are not told about the 13th.
its not the frequency or damage that determines the fury gain from being or dealing hits, but the expected force according to the monster/difficulty... i think. eg: diablo punches your face and gives you 3 fury in hell and normal. Diablo takes his time putting on spiky gloves and does a fiery slow-mo punch, 4 fury in hell and normal.
So we all know the Barbarian's resource system is fury, which is gained from dmg done and dmg received.
My question is,
Say i hit a ghoul for 325 dmg but said ghoul only has 200hp, would I receive fury for extra 125dmg i did over his hp or just the ghouls 200hp worth of fury?
Hope that make sense.
-The Badger
I'd say he only gets credit for the 200 hp. Any overkill damage will probably be disregarded. But this is all speculation.
This is a good question. As much as it will make people rage to hear it, maybe someone who plays WoW can tell us which is true for the Warrior's fury system?
Perhaps they are the same.
My vote is that it's damage the monster ultimately received (200 being the max against that 200 hp ghoul), not raw damage output. Seems like it would be easier to balance. But again, very good question.
Edit* On the other hand, perhaps if it was raw output it would create more interesting choices. For example, maybe you'd want straight up extra damage to increase your rage faster, even though you would actually deal more damage with a different item that reduced enemy resistances or something.
I CHANGE MY VOTE.
Raw damage output <-- I think is the thing that am.
This is a good question. As much as it will make people rage to hear it, maybe someone who plays WoW can tell us which is true for the Warrior's fury system?
Prior to rage normalisation, my experience in WoW tells me that a warrior would get the same amount of rage if he overkilled a monster or not.
I assumed Fury was gained from Cleave and some other attacks, I don´t think anyone ever mentioned the ammount of damage dealt. In a game like Diablo where items change the power of your character so much it´s almost certain that the ammount of damage you deal will not affect the ammount of Fury you gain at all.
That's a good point, especially if the rage pool has a constant cap, which I believe it does. That will make building for barbs very interesting... We can calculate rage input and output pretty easily
I would say its a base amount of fury for hitting and being hit. think about it at higher levels you will be doing alot more dmg than at lower levels which if it was a dmg based system high lvl barbs would be generating way more fury then they could spend due to the dmg curve that's not good. the fury system is most likely going to function in the manor that is easiest to balance
Some of these answers sound very reasonable, but just to make it clear we can't answer this question for sure. We simply don't know enough about how the Fury system works to calculate things like this yet. During the Beta we'll know much more.
Me guess, the extra damage input wouldn't count towards Fury.
Say you reach lvl 60 and enter Normal for kicks, you find a fallen and one shot it. I doubt you'd gain the same amount of Fury from that hit, than if you were in Inferno and hit the same Fallen, only he now is lvl 61.
Though the same point could be looked at the opposite way.. Idk I just feel the extra damage would be neglected.
“We act as though comfort and luxury were the chief requirements of life, when all that we need to make us happy is something to be enthusiastic about.” - Albert Einstein
I think we can look to D2 Assassin on this one. Cobra Strike anyone? If you charge up Tiger Strike and Cobra Strike and whatever else, you will gain all that damage back in Mana and Health. If you hit a nearly dead monster with the same charge-ups, you did not get restored for the full potential damage you could have done, only the damage you actually did. I find it very LIKELY that Fury will work the same way.
You gain a specific amount of fury for each attack. Bash generates 3, cleave generates 2, I think leap attack generated 20. I can post a list tonight when I get home if you'd all like. But it's definitely not damage dependent and taking damage also generates no fury, unless there are skills later to change this.
The lesson was learned in WoW that tying a resource regeneration to something such as damage done makes things very complicated, and very difficult to balance. Not just against other classes, but Barbs with bad gear would play completely differently from Barbs with good gear... one has no fury, the other unlimited. This makes for a whole lot of 'not fun'.
So if you are using WW, does your fury ONLY drain? You don't gain any fury from WW hits? Thus, in order to WW again, you must use another skill/skills to build the rage again.
To chime in and re-iterate, we just don't know yet.. the math on resource systems seems intuitive at first glance, but those algorithms are pretty hairy.
I find that in times like these, an ounce of experimentation is worth a thousand pounds of theory. I played a WoW warrior for years, and never once did I get out my calculator to figure out rage. I'd try a build, estimating rage needs with theoretical rotations, and if I ended up being rage-starved, I'd re-spec and favor rage.
Now, the WoW skill system is naturally inflexible as hell, so there were really only a couple of alternatives for, say, a Mortal Strike Warrior PvP build to accommodate more rage production/efficiency.
In D3, all the skills and runes are hot swappable. Although you raise a great question, and it'd be nice to know, I'm gonna wait until I can iterate with my skills and runes a bit.
To paraphrase Jay Wilson, don't pre-solve a problem.. If you start becoming fury-starved in certain situations, you'll have all the data right in front of you, and the solution will become obvious.
So if you are using WW, does your fury ONLY drain? You don't gain any fury from WW hits? Thus, in order to WW again, you must use another skill/skills to build the rage again.
Correct.
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So we all know the Barbarian's resource system is fury, which is gained from dmg done and dmg received.
My question is,
Say i hit a ghoul for 325 dmg but said ghoul only has 200hp, would I receive fury for extra 125dmg i did over his hp or just the ghouls 200hp worth of fury?
Hope that make sense.
-The Badger
:: Enkeria [Twitter / Twitch / Website / Tattoos]
I don't think it is based off the actual damage, just hitting/being hit. One hit gives 1 strike of fury, being hit once gives 1 strike of fury (these are examples, but it's linear). If it were based off the actual damage dealt, it would be pretty complicated; player-wise and code-wise. Players dealing more damage from Critical Hit amplifying traits would inherently gain more fury, making critical hit traits pretty much completely mandatory; high-level players would gain a ridiculous amount of Fury in low-level areas; pvp would be a whole different balance issue.
I think it's safe to say Fury acts simply upon being struck or striking, and doesn't need to consider the amount of damage you give/take.
I'd say he only gets credit for the 200 hp. Any overkill damage will probably be disregarded. But this is all speculation.
Perhaps they are the same.
My vote is that it's damage the monster ultimately received (200 being the max against that 200 hp ghoul), not raw damage output. Seems like it would be easier to balance. But again, very good question.
Edit* On the other hand, perhaps if it was raw output it would create more interesting choices. For example, maybe you'd want straight up extra damage to increase your rage faster, even though you would actually deal more damage with a different item that reduced enemy resistances or something.
I CHANGE MY VOTE.
Raw damage output <-- I think is the thing that am.
Just something i've been curious about for awhile.
Prior to rage normalisation, my experience in WoW tells me that a warrior would get the same amount of rage if he overkilled a monster or not.
That's a good point, especially if the rage pool has a constant cap, which I believe it does. That will make building for barbs very interesting... We can calculate rage input and output pretty easily
Me guess, the extra damage input wouldn't count towards Fury.
Say you reach lvl 60 and enter Normal for kicks, you find a fallen and one shot it. I doubt you'd gain the same amount of Fury from that hit, than if you were in Inferno and hit the same Fallen, only he now is lvl 61.
Though the same point could be looked at the opposite way.. Idk I just feel the extra damage would be neglected.
I find that in times like these, an ounce of experimentation is worth a thousand pounds of theory. I played a WoW warrior for years, and never once did I get out my calculator to figure out rage. I'd try a build, estimating rage needs with theoretical rotations, and if I ended up being rage-starved, I'd re-spec and favor rage.
Now, the WoW skill system is naturally inflexible as hell, so there were really only a couple of alternatives for, say, a Mortal Strike Warrior PvP build to accommodate more rage production/efficiency.
In D3, all the skills and runes are hot swappable. Although you raise a great question, and it'd be nice to know, I'm gonna wait until I can iterate with my skills and runes a bit.
To paraphrase Jay Wilson, don't pre-solve a problem.. If you start becoming fury-starved in certain situations, you'll have all the data right in front of you, and the solution will become obvious.
Correct.
-Thomas Jefferson