Whats up with groping eels dmg? Its go all low from 46% to a wooping 81% depening on MH and OH setup.
Had a double handed something with did nice dmg 17, but my eels only then did 46%. Just killed SK again and got a 16.4 magic dagger and equipped my old oh mojodojo stuff and now the eels do 81. The old calculator on d3 site shows that the eels can do 104% is it still possible to achive this?
We do know, there are no rune items anymore, therefore there are no ranks.
Thats not what I was saying, I was talking about the visual aspect that was planned with the last iteration compared to now. Unless you work for Blizzard I doubt you know whether the visuals will increase with level now (as opposed to rank previously). But if you do, a link to a source would be appreciated.
there was never any indication that the spells visual effects would increase with level. at least i never saw any posts from blizzard stating this. only that their power/dmg/duration would increase. the only visual effect in the game that increased with level was the weapon enchants, they became more visual on your weapon the higher the level.
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
Psh, dogs wont die. With the templar (Or similarly with a monk) your dogs gain like 900 hp per second. Pretty much a monster has to eat through 6300 hp a second to even reduce the hp of your party. Of course they can focus you down, but that's why you have defensive skills and your pets don't.
idk how life regen gear will be at 60. but you can also get the passive to transfer all thorn dmg/regen effects to your pets also. and the healing rune too. and if hex golden heals your whole group for a good amount. id definitely go all out on the healing when i first enter inferno and with better gear and getting the feel for it ill focus more on dmg.
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
The WD is essentially identical to the summoning druid. I am not saying the WD is an impotent as the summoning druid, but the play-style, which is the synergy of the analogy, is essentially the exact same.
It was a perfect analogy, you are just being overly protective of your favorite spec. I am actually on your side, that question was actually meant for the people arguing that pets would die instantly.
If pets die instantly, then how could a playing style such as a summon druid work? The simple answers is it cannot.
look at my edit^
made a good argument for dogs dying quickly. but ya i feel you. the summoning druid was still epic fail city in D2 though. even with x25 to summon skills. lol
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
This discussion reminds me of my very first character in Diablo2, a summoning druid. This character did good on normal, and OK on nightmare, but when I got to hell it was a completely different story. The creatures in hell would literally one shot my wolves, and 2-3 shot my bear every single time. The only means for me to kill things was to continue to spam pets as a diversion as I tried desperately to use my weak spells to kill the mobs. Well needless to say it took forever to kill even the weakest of monsters, and near impossible to kill anything else. The character was a complete and utter failure, and with much regret was demoted to mule status fairly quickly after reaching Hell. Sadly, no one told me that the summoning druid wasn't a viable spec, and there was no way for me to know it either.
Anyways, back to D3.
The WD in a lot of ways is exactly like that summon druid. He relies on pets to soak up dmg, and for some extent deal dmg, whilst he safely sits back and shoots his spells. Now could a summoning druid in D2 kill things w/o pets? Sure to some extent, but not really effectively. So I just have to ask the people in this thread, what makes you think this will be any different? If the WD, a class largely balanced around using pets, has his pets die instantly, then how do you expect him to be viable in inferno?
You may argue that you have some better tools to fight w/o pets, and that is likely true. However, my summoning druid didnt have a cooldown on his pets either. Even if all my pets died, I could easily get them back, and I wouldn't have dared made a pull w/o max pets out. After all, even if they did got one shotted, they acted as meat shields to slow down the enemy some.
comparing the epically fail pets of D2 to D3 is not an argument. there are LOADS of fail skills/system in D2 that were completely obliterated in D3 BECAUSE they were fail. the summoning druid was literally THE most fail skill tree in D2.... epic /facepalm for using that as your example.
this isnt D2. theres over a dozen massive changes, the most important one being the new skill system with infinitely more useful/viable skills.
but i will help actually help make the argument for you guys, because your obviously too slow to know how to make a good argument.
there are a lot of abilities pointing to the dogs dying. (omfg lol wtf) golden runed dogs, low chance to drop a HB (patch 13), if its such a low chance then it makes sense they die quicker i would think. alabaster confusion giving a super high chance to summon a dog when killing confused targets. the addition of the circle of life passive to summon dogs on deaths. alabaster big bad voodoo also high chance to summon a dog for enemies killed.
now why would blizz give all these abilties to quickly re summon your army if the dogs were so invincible?
and THATS how you make your argument.
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
my first 100,000G on release says i can go through inferno without any instances of all 4 dogs dying. ill video it for proof.
sure maybe a dog will get swarmed n die here n there. but with 4 dogs - gargantuan - templar - and yourself all spread out its highly unlikely you will ever be in a situation where your meat shields die before your CD is up except on an end act boss. and even then with the right skills i dont see it happening. theres nothing pointing to them dying even remotely easily.
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
I think it's a given that Zombie Dogs won't survive in Inferno, I think it will be much more about surviving for however long you have left on that 60 second cooldown.
You realize what your are saying right? If they can't survive, then there is no way you can do more than one pull every minute, cuz you got to wait on the CD.
Ohh and you also have to accept that blizzard lied, and that petless WD isnt even going to be remotely viable. And 1 min per group, hardly the fact action paced adventure they promised.
So logic demands that they either stay alive, or the WD is a usless class.
this^.
your effing high if you think they wont survive. they must of been extremely invincible with that 60% bonus thats why it was nerfed. but with junlge fortitude, healing rune and zombie handler i have no doubt that your pets will be borderline invincible even in inferno. and they will also be a must for solo play unless u want to be super gimped and spend most of your time doing CC and kiting taking 10x longer to kill shit
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
My DPS is 77.25. Weapon damage and DPS are not the same thing. If mobs hit for 30,000 damage and 3,000 kills my pets, then no amount of healing is going to do them any good either now is it?
i didnt say 3k was their max health. i specifically said just in this scenario they were almost dead. healing for BOTH you and them is more important then just a small dmg reduction that merely TRANSFERS a small amount of dmg from you to them. honestly dont see how your even attempting to argue that 10% reduction is in any way better. from any stand point its superior. before when it was 40% it was better. not anymore, get over it.
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
Of course they did because the WD is meant to summon creatures as defense. Even blizz said the petless WD is a gimmick build, in which you are intentionally nerfing yourself.
The heal rune still seems like a nice choice to me.
9%WD -> 4.5% healing for the pet -> 2.25% Weapon Damage healing to you? I'd still take Indigo over that.
unless you have good damage. 2.25% x 3 or x4 with the zombie handler passive. so 9% of your weapon dmg constantly healing you as they attack? ya thats awesome. people are really underestimating that rune. before when the indigo rune was 40% sure it was way better, now that its gimped to a mere 10% id much rather have the healing rune. also its healing them for double that so its keeping you both alive. VS just transfering 10% of your dmg to them and not healing either of you. and since the zombie handler passive got a 40% life nerf your probably going to need more healing for your dogs
A little bit of math to go with that. My 24.3 DPS axe has an average weapon damage of 18, assuming intelligence affects dogs damage then it goes up to 39 damage. 9% of 39 damage is 3.51, assuming the game rounds the value up to 4. Then I heal for 4 hp everytime all 4 of my dogs hit. I already have over 1200 life. The conversion doesn't bode well.
you have 1200 life and only 39 dps? did u just stack tons of vit? lol. i have on average around 800 life when i have around 50 dps. and actually that sounds about right for the beginning of the game. if you look at the healing from haunt or other healing spells/effects. its pretty low like 2-4. but again this scales with your damage, so if you stacks more dps you will get healed for more. this isnt meant to be insane healing, just extra healing.
some more math. as seen in some blizzcon playthroughs, people are hitting the monsters for 5,000 dmg. and thats not even a crit. rounding up, 10% of 5000 is 500. so 500 HP everytime your dogs attack. and 1000 HP healed to your dogs? thats awesome. people are speculating based on monk healing numbers that we will have around 50,000 life. so 500 hp is 1% of that. so if it was worded "your dogs heal you for 1% of your max health per hit" would you feel better about it then? i know thats not how its calculated, but you get what i mean. and who knows if those classes were stacking damage.
lets assume mobs can hit u for like 30,000 dmg. so 10% dmg reduction is 3,000. this is transferred to your dogs. oh shit that was it, your dogs are now dead (not saying your dogs have that little life, just in this scenario it was enough to kill them) now u have to run away and now you dont have dmg reduction OR healing. your pets need survivability just like you do.
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
It would really come down to how hard things hit in Inferno.
kind of but not really. it heals both you and your dogs so you both need healing regardless. 10% transferred from you to your dogs isnt going to be game changing, but tons of healing to them and a bit of healing to you could be. like i said with the 30% dmg reduction nerf its no longer better than the healing rune. which is great because i always wanted to use the healing one anyways
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
Of course they did because the WD is meant to summon creatures as defense. Even blizz said the petless WD is a gimmick build, in which you are intentionally nerfing yourself.
The heal rune still seems like a nice choice to me.
9%WD -> 4.5% healing for the pet -> 2.25% Weapon Damage healing to you? I'd still take Indigo over that.
unless you have good damage. 2.25% x 3 or x4 with the zombie handler passive. so 9% of your weapon dmg constantly healing you as they attack? ya thats awesome. people are really underestimating that rune. before when the indigo rune was 40% sure it was way better, now that its gimped to a mere 10% id much rather have the healing rune. also its healing them for double that so its keeping you both alive. VS just transfering 10% of your dmg to them and not healing either of you. and since the zombie handler passive got a 40% life nerf your probably going to need more healing for your dogs
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
zombie charger can hit more then 1 target at close range for 205% each. and runed i can do a lot more but its slow. psn dart is more of a long ranged dps but goes a lot faster
I think i'm just going to stick to Firebats, but i'll have to recalculate DPS and damage per mana. We'll see when the game comes out. The fact that Firebats is a frontal cone is really a big plus factor, especially since you won't have time to perfectly aim the zombie, which seems to have a pretty small hitbox (but i'll have to take a look again to it).
I have an old love for the big frog, but at the moment, i don't see me taking it.
ya firebats is one of my fav spells too for the great dmg and low mana cost of the runed versions. i may use it for my close combat thorny pet build. but the exploding bullfrogs seem pretty tempting and you get them early. the frogs are cheap enough to be infinite but firebats is only like 6 more mana.
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
You looked at un-runed zombie charger.....with any rune it should outdmg poison dart. And even if it doesnt, who cares? Its still WAY WAY better in most situations...who cares if it does 5% less dmg?
Poison dart is king of jack and shit, and jack left to hang out with the Firebats.
Zombie Charger doesn't have range, though. I don't think it can target enemies farther than 20 yards. Imho they are two different kind of abilities.
zombie charger can hit more then 1 target at close range for 205% each. and runed i can do a lot more but its slow. psn dart is more of a long ranged dps but goes a lot faster
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
Ya see...this is the main reason why I (and probably many others) dislike the new rune system.
I won't be able to use the skill I want until I basically reach Hell mode.
exactly! no one should have to wait 51 or 60 levels just to test out one skill they want. its a lot more fun using it while leveling up anyways. one skill that may be fun while leveling up may be useless for farming so u wont ever bother using it at all once your max. with all the rage on the main forums about this i think within 2-3 weeks we will see another patch changing it. (hopefully)
the runes are in random order. its not like all skill runes go from alabster to obsidian like on the calculator. 4 spells of the WD has the crimson as the first rune and one had alabaster and one had obsidian. its very random
...and it's not even like the skills you unlock are going to be all that "amazing".
Remember in D2 when you reached level 30 and unlocked that 'signature/OP' skill? (Frozen Orb, Poison Nova, WW, etc)
ya exactly... the skill u unlock at lvl 51 isnt any better then the one you unlock at lvl 14. so the fact that you have to unlock them in a certain order is absurd. obviously the runes shouldnt increase in power because then everyone would only use the end runes. but making them pickable would solve all the QQ/rage about the new system and make mostly everyone happy. i REALLY hope they implement this and soon. if they say 'we did what we did because bla bla were not changing it' its going to suck...
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
Ya see...this is the main reason why I (and probably many others) dislike the new rune system.
I won't be able to use the skill I want until I basically reach Hell mode.
exactly! no one should have to wait 51 or 60 levels just to test out one skill they want. its a lot more fun using it while leveling up anyways. one skill that may be fun while leveling up may be useless for farming so u wont ever bother using it at all once your max. with all the rage on the main forums about this i think within 2-3 weeks we will see another patch changing it. (hopefully)
the runes are in random order. its not like all skill runes go from alabster to obsidian like on the calculator. 4 spells of the WD has the crimson as the first rune and one had alabaster and one had obsidian. its very random
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
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it does more with a one handed weapon because your wpn has lower dmg but is quicker. and the skill calc hasnt been updated with the new changes yet
there was never any indication that the spells visual effects would increase with level. at least i never saw any posts from blizzard stating this. only that their power/dmg/duration would increase. the only visual effect in the game that increased with level was the weapon enchants, they became more visual on your weapon the higher the level.
idk how life regen gear will be at 60. but you can also get the passive to transfer all thorn dmg/regen effects to your pets also. and the healing rune too. and if hex golden heals your whole group for a good amount. id definitely go all out on the healing when i first enter inferno and with better gear and getting the feel for it ill focus more on dmg.
look at my edit^
made a good argument for dogs dying quickly. but ya i feel you. the summoning druid was still epic fail city in D2 though. even with x25 to summon skills. lol
comparing the epically fail pets of D2 to D3 is not an argument. there are LOADS of fail skills/system in D2 that were completely obliterated in D3 BECAUSE they were fail. the summoning druid was literally THE most fail skill tree in D2.... epic /facepalm for using that as your example.
this isnt D2. theres over a dozen massive changes, the most important one being the new skill system with infinitely more useful/viable skills.
but i will help actually help make the argument for you guys, because your obviously too slow to know how to make a good argument.
there are a lot of abilities pointing to the dogs dying. (omfg lol wtf) golden runed dogs, low chance to drop a HB (patch 13), if its such a low chance then it makes sense they die quicker i would think. alabaster confusion giving a super high chance to summon a dog when killing confused targets. the addition of the circle of life passive to summon dogs on deaths. alabaster big bad voodoo also high chance to summon a dog for enemies killed.
now why would blizz give all these abilties to quickly re summon your army if the dogs were so invincible?
and THATS how you make your argument.
my first 100,000G on release says i can go through inferno without any instances of all 4 dogs dying. ill video it for proof.
sure maybe a dog will get swarmed n die here n there. but with 4 dogs - gargantuan - templar - and yourself all spread out its highly unlikely you will ever be in a situation where your meat shields die before your CD is up except on an end act boss. and even then with the right skills i dont see it happening. theres nothing pointing to them dying even remotely easily.
this^.
your effing high if you think they wont survive. they must of been extremely invincible with that 60% bonus thats why it was nerfed. but with junlge fortitude, healing rune and zombie handler i have no doubt that your pets will be borderline invincible even in inferno. and they will also be a must for solo play unless u want to be super gimped and spend most of your time doing CC and kiting taking 10x longer to kill shit
i didnt say 3k was their max health. i specifically said just in this scenario they were almost dead. healing for BOTH you and them is more important then just a small dmg reduction that merely TRANSFERS a small amount of dmg from you to them. honestly dont see how your even attempting to argue that 10% reduction is in any way better. from any stand point its superior. before when it was 40% it was better. not anymore, get over it.
you have 1200 life and only 39 dps? did u just stack tons of vit? lol. i have on average around 800 life when i have around 50 dps. and actually that sounds about right for the beginning of the game. if you look at the healing from haunt or other healing spells/effects. its pretty low like 2-4. but again this scales with your damage, so if you stacks more dps you will get healed for more. this isnt meant to be insane healing, just extra healing.
some more math. as seen in some blizzcon playthroughs, people are hitting the monsters for 5,000 dmg. and thats not even a crit. rounding up, 10% of 5000 is 500. so 500 HP everytime your dogs attack. and 1000 HP healed to your dogs? thats awesome. people are speculating based on monk healing numbers that we will have around 50,000 life. so 500 hp is 1% of that. so if it was worded "your dogs heal you for 1% of your max health per hit" would you feel better about it then? i know thats not how its calculated, but you get what i mean. and who knows if those classes were stacking damage.
lets assume mobs can hit u for like 30,000 dmg. so 10% dmg reduction is 3,000. this is transferred to your dogs. oh shit that was it, your dogs are now dead (not saying your dogs have that little life, just in this scenario it was enough to kill them) now u have to run away and now you dont have dmg reduction OR healing. your pets need survivability just like you do.
kind of but not really. it heals both you and your dogs so you both need healing regardless. 10% transferred from you to your dogs isnt going to be game changing, but tons of healing to them and a bit of healing to you could be. like i said with the 30% dmg reduction nerf its no longer better than the healing rune. which is great because i always wanted to use the healing one anyways
unless you have good damage. 2.25% x 3 or x4 with the zombie handler passive. so 9% of your weapon dmg constantly healing you as they attack? ya thats awesome. people are really underestimating that rune. before when the indigo rune was 40% sure it was way better, now that its gimped to a mere 10% id much rather have the healing rune. also its healing them for double that so its keeping you both alive. VS just transfering 10% of your dmg to them and not healing either of you. and since the zombie handler passive got a 40% life nerf your probably going to need more healing for your dogs
ya firebats is one of my fav spells too for the great dmg and low mana cost of the runed versions. i may use it for my close combat thorny pet build. but the exploding bullfrogs seem pretty tempting and you get them early. the frogs are cheap enough to be infinite but firebats is only like 6 more mana.
zombie charger can hit more then 1 target at close range for 205% each. and runed i can do a lot more but its slow. psn dart is more of a long ranged dps but goes a lot faster
ya exactly... the skill u unlock at lvl 51 isnt any better then the one you unlock at lvl 14. so the fact that you have to unlock them in a certain order is absurd. obviously the runes shouldnt increase in power because then everyone would only use the end runes. but making them pickable would solve all the QQ/rage about the new system and make mostly everyone happy. i REALLY hope they implement this and soon. if they say 'we did what we did because bla bla were not changing it' its going to suck...
exactly! no one should have to wait 51 or 60 levels just to test out one skill they want. its a lot more fun using it while leveling up anyways. one skill that may be fun while leveling up may be useless for farming so u wont ever bother using it at all once your max. with all the rage on the main forums about this i think within 2-3 weeks we will see another patch changing it. (hopefully)
the runes are in random order. its not like all skill runes go from alabster to obsidian like on the calculator. 4 spells of the WD has the crimson as the first rune and one had alabaster and one had obsidian. its very random