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    posted a message on Discussion: Are the devs out of touch?
    CD CC are needed because players like big number, maybe you don't, but majority of players (myself included) love it. Hows it exciting when you have a new shiny piece of gear and you DPS move from 100 to 105? 5m upgrade however, would blow people mind.

    Salvage before ID is a problem, yes, but it's also a nature of progression. Once you played enough, you know what you need and do not need. What you don't need is automatically trash, no? Ideally, they can keep power disparity really really small but would that solve anything? If item A has merely 1% less stat than item B, would you keep item A? Or you still salvage it?
    Posted in: Diablo III General Discussion
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    posted a message on Bounties only on normal? whats the drawbacks
    My bad, just fixed it. Actually down to 7 vs 14mins now.
    Posted in: Diablo III General Discussion
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    posted a message on Bounties only on normal? whats the drawbacks
    Quote from whorebeast

    It's not especially meaningful to talk of drop rate as if it were the drop rate per kill. Rate implies a time unit.

    Clearly, even if the drop chance per mob on torment were fifteen times higher, it would amount to the same if a particular player's kill time on a mob were fifteen times longer. It's quite easy to see, considered in abstract, that the lower difficulties will yield a much higher drop rate of legendaries per hour. It is better to kill 1001 mobs with 1% chance per mob of legendary drops per hour, than it is to kill 100 mobs with 10% chance per mob per hour, etc. This simply follows by definition.

    Naturally there complicating variables such as builds, AoE and rare cases of absurdly high dps characters, but in general it should be true that for any given hour, the amount of legendaries you get will increase proportional to the amount mobs you have slain. Think of it like this: every time you kill a mob, it is another chance for a chance. You want as many chances as you can per time unit to get a chance at winning. There is a dice and you want a six: It is better to throw the die 10 times than only 1, even if on the 1 throw you get to remove another digit (such as five). The quality of the throw increases, but throwing ten times far outweighs it.
    Clearly, if you check the tables, in d3 ros - as in vanilla - the quality does not even come remotely close. Excepting, of course, the matter of the sets. The reason for this is that mob HP increases much more than it is even theoretically possible for a player's damage output to scale.
    Not entirely true.

    You have to take into account the traveling time between packs, which stays the same regardless difficulty. i.e. someone kills 1 pack in 2s, 2s to pick up, 1s to salvage (5s total) , 100s for 20 packs, BUT it would also take him 5mins to find these. Another guy killing 1 pack in 25s (10 times longer, 5s picking up +salvaging), 8:20 for 20 packs, 13.3 mins totally.

    Normal: 7 mins

    Torment: 13.3mins (2.5 times longer)

    That is, if the legend drop rate is 2 higher in torment (which I almost guarantee) we are better off in torment.
    Posted in: Diablo III General Discussion
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