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    posted a message on Do Bleeds Stack?
    Quote from CrazyValheru
    Unfortunately they are not additive (stacking). A new one replaces the old one.



    pretty much makes the bleed worthless :(
    Do you happen to have source or video evidence of it?
    Posted in: Diablo III General Discussion
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    posted a message on Do Bleeds Stack?
    Will the 34.0% chance to inflict Bleed for 300–400% weapon damage over 5 seconds on an item like Skorn stacks with itself?

    http://us.battle.net/d3/en/item/skorn

    Lets say I have a Skorn and the bleed activates, then 2 seconds later the bleed activates again. Will both procs deal their damage separately (effectively stacking) or will they overwrite each other?

    Can anyone shed some light on the topic?
    Posted in: Diablo III General Discussion
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    posted a message on Does IAS need a buff?
    But if you buff Attack Speed, then RCR and CDR might become bad in comparison. We could be left with a situation that you have to run a build that makes most use of Attack Speed just because the numbers are too high.
    Posted in: Diablo III General Discussion
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    posted a message on Simple Rotation DPS Calculator.
    If we open our character sheet, it tells us exactly what our Weapon DPS is. But we aren't simply swinging our weapon against our enemies, we rotate through a variety of skills in order to maximize our performance.

    Here's a calculator that will give you an approximation of exactly how much damage is doing.

    The Calculator is a work in progress and will continue to be updated.

    https://docs.google.com/spreadsheets/d/1ldklSJyUPR6gZn_3Qt78P0QZr-Vjb-TlXA3IPrTGX7Y/
    Posted in: Theorycrafting and Analysis
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    posted a message on Does IAS need a buff?
    Diablo III Patch 1.0.3 - v.1.0.3.10057
    6/19/2012

    Items

    • General
      • Attack Speed bonus values on weapons and armor have been reduced by 50%

    Remember this? The game has changed a lot since 1.0.3, and in retrospect it looks like Attack Speed wasn't really the problem. IAS looked like a problem mainly because of how it interacted with some other problematic things, such as certain crowd control procs and other effects. IAS was also a problem because we didn't have many stats that promoted build diversity. The best builds were likely to be those that took the most advantage of Increased Attack Speed.


    Patch 1.0.3 was released almost 2 years ago. Nowadays most of the things that were the root of pre-1.0.3 problems, have long been fixed.

    We have been left with a gimped Increased Attack Speed stat. If you bother to do the math you will realize that when Cooldown Reduction and Resource Cost Reduction are utilized on the right build, they blow Increased Attack Speed out of the water.

    Attack speed has remained prevalent because of its "star power", just like famous past-their-prime fighters can still get a payday and be hyped up like a big deal because of their past glories. IAS has clung to hearts of many players in a way that to this day, they are still proud of their "Trifecta" items.

    Mainly thanks to CDR and RCR totally invigorating the game. Now more than ever, people are starting to realize the downfalls of high attack speeds. Some have even asked for attack speed to be buffed to its pre-1.0.3 status.

    Fixing Increased Attack Speed is an interesting exercise on design and balance. If you were to buff the numbers on attack speed, you would make it compete withResource Cost Reduction andCooldown Reduction on all builds. You shouldn't need Increased Attack Speed on builds that are heavily cooldown based, nor you should need it on those that provide passive resource regeneration or straight-up cost reductions.

    Increasing the numbers on IAS could artificially make attack speed optimal for builds where intuition tells you that attack speed wouldn't help. Moreso, it would continue to shift gearing from an intuitive process into a heavy math excercise. Increasing IAS numbers on items would also make it super OP for some builds like pet-based builds or the furnace.

    To summarize:

    Attack Speed shouldn't compete with Cooldown Reduction or Resource Cost Reduction, instead it should provide a completely different alternative. Attack Speed doesn't need to rise numerically as much as it needs more skills and item stats that support IAS-based builds.

    Attack speed seems to be in a good and manageable place right now. The big issue seems to be making the player base understand that attack speed does have his places. Maybe creating or modifying a few skills and stats here and there could help drive the point home. Things like Crushing Blow, an improved version of bleed%, or just anything else that benefits from having sky-high attack speeds.

    What do you think on the subject? Are you still running with heavy attack speed builds or have you started toying around with CDR and RCR builds?
    Posted in: Diablo III General Discussion
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    posted a message on Microtransactions: What would you pay for?
    Thanks to everyone for your opinions: Sorry if I pushed anyone's buttons, it was all part of my research.

    I compiled the general ideas I've gotten from the community into one neat article. Special thanks go to Bagstone for his good will and super quotable opinions.

    http://diablo.blizzpro.com/2014/06/05/reaper-souls-microtransactions/
    Posted in: Diablo III General Discussion
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    posted a message on Fixing the "Rift it Forward" problem without using the nerf bat.
    Quote from Wielki Lol

    Quote from DannieRay23

    A new player with 0 gear wouldn't be able to clear a T6 rift by himself, he wouldn't be sacrificing T6 random drops, he'd be sacrificing Hard difficulty drops. That's what causes the imbalance.
    There is no such thing like T6 drops
    The rifter gets free keys and loot from whole rift
    the joiner gets ONLY blood shards + rng loots

    how is this gamebreaking? they both have + from doing that
    T6 has a higher droprate than other difficulties, you also get a lot more shards. You are much more likely to get Legendaries and Sets by doing T6 RiF that you would get by running Hard, Master or whatever you can achieve with leveling gear.
    Posted in: Diablo III General Discussion
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    posted a message on Fixing the "Rift it Forward" problem without using the nerf bat.
    Quote from Bagstone

    RiF was subject in the anniversary stream, and I can only echo what the devs said:



    It's not an issue. You sacrifice too much.



    I've done RiF extensively on both sides - as a runner (mostly in groups of 2 or 3 and then invite someone to save rift keys) and leecher (tried to get some set pieces and earned about 10k shards for very few rift key fragments - yeah, I got super lucky, but Kadala didn't give me a single set item so I guess I paid my debt). My conclusion is the same as that of the devs: RiF is nothing Blizzard has to worry about. Running rifts in a well-geared T6 group is much much better in terms of overall legendaries, gold, and XP than rifting it forward. It only allows you to earn a ridiculous amount of blood shards, but if you're unlucky you can easily spend 10 minutes in a channel and not getting an invite or run out of keys quite fast (I once joined a rift with the other three guys being average level 630; GG).



    The game is not designed around RiF and will not be designed around RiF, hence there's no need to act (or "overreact"). People might get carried in T6 RiF groups - so what? They're likely to pay the price because those people usually don't get the invite for free, and even if they do, they can get the same within their clan. We occasionally take some low level geared guys in our T6 rift runs. (Well, let's be honest, as soon as a pull monk and a jade WD meet in a T6 group everyone else is gonna get carried anyways; but that's a different topic.)

    You only sacrifice too much if you are not trying to optimize it or if you aren't approaching it proper. Imagine someone that's working on something important, he couldn't do entire rifts but he might be able to find enough time to take a look at the chat every now and then and see if you get lucky.

    If the devs found no problem with it is because they haven't looked at the finer print on it, as of right now it isn't much of an issue but as Visko said, ladder will change things. Plus, as I put on the original topic I'm not proposing much of a nerf. I'm actually encouraging this mechanic by providing benefits to the runners while removing thet broken part of it, joining to kill a boss that's on low health already.
    Posted in: Diablo III General Discussion
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    posted a message on Fixing the "Rift it Forward" problem without using the nerf bat.
    Quote from Belloc
    Rifting It Forward leeching sacrifices several things:

    Random legendary drops, since you're no longer clearing rifts.

    Playing with friends since you can't exactly all join a runner's group. If you are running, you are restricted to 3 party members.

    Variety. Rift it Forward does get old after a while.



    It's just another way to play the game and Blizzard has already acknowledged it. I don't expect them to change anything because of it. It's harmless and carries its own drawbacks. What really sucks is the bot that automatically requests invites, since that ruins it for the rest of us.
    A new player with 0 gear wouldn't be able to clear a T6 rift by himself, he wouldn't be sacrificing T6 random drops, he'd be sacrificing Hard difficulty drops. That's what causes the imbalance.
    Posted in: Diablo III General Discussion
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    posted a message on Microtransactions: What would you pay for?
    Quote from shaggy

    Quote from DannieRay23

    Are you not familiar with server transfers, race changes, and the many more things you can pay for on WoW?

    Those things actually make sense as microtransactions, although the "micro" part of that is misleading since they're all $10+ services you pay for.

    That being said, the WoW community has bitched for years over the pricing of such things. No one really likes the $25 server change fee and most people have come to realize that particular service has actually financially dis-incentivized Blizzard from doing anything (up until the last major content patch) to fix the massive server population imbalances. Why should they spend time developing a fix when they have an option that generates revenue for them?

    But people realize that there IS a value to transferring your WoW toon from one server to another instead of starting over. The player gets something of intangible, but significant, value in return for his cash. That is nowhere near the same as them charging you $2 for a stash tab. In fact, charging for things like stash tab only makes sense if the BASELINE stuff is given to you for free.

    Also, when you buy WoW, and when you subscribe to WoW, there is no reasonable expectation of free server transfers anyway. Whereas when you buy D3 there IS a reasonable expectation that you have sufficient storage at no further cost.
    That is faulty logic. Imagine the game had costed 30 dollars instead, then you could spend 30 more upgrading your account outfitting it with things that the casual players don't really need but are a big help for those of us who play a few hours every day.

    That model would make a whole lot of sense from the players perspective. I know a lot of people that 60 dollars is just too much money for a casual player who will likely give d3 only a few playthroughs and won't bother grinding for optimal gear.
    Posted in: Diablo III General Discussion
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    posted a message on Fixing the "Rift it Forward" problem without using the nerf bat.
    Whether we like to admit it or not, RiF has become a bit of a problem. Just look around at the official forums and you will find people debating if it is right or wrong, good or bad, smart or an exploit. A lot of people are asking for RiF to be completely removed from the game with a big nerf, myself I believe that RiF brings some a cool community aspect to the game that I'd like to preserve.

    The Problem:
    At its core, Diablo 3 is a game about killing monsters and getting loot; Rift it Forward circunvents a lot of the monster killing needed to achieve our goals of godly equipment and high paragon levels. Rift it Forward allows players to earn Torment VI rewards without being properly geared for it. You don't even have to be able to kill a Rift Guardian to reap the rewards, all you have to do is enter a game with good timing and you can walk out unscathed and with some extra goodies.

    Rift it Forward is easily the most efficient way to farm loot, this means that droprates are likely being balanced around it. Even if it's not a consideration for the dev team, its sheer popularity will have a definitive effect on the communities perception. If most people do RiF and are happy with their legendaries/hour, they won't complain even when the drop rates could be low for those who play the game normally.

    Carrying people has always been a part of the game, but when you have people on your back then things should be harder, there's no added difficulty on getting a boss to 20% before letting everyone join in to deliver the killing blow.

    The Solution:
    The solution is super simple, kill the game breaking aspects of RiF and try to retain the most of its community core and optimization of resources. If you can buff the rewards from actually doing the entire Rift that's even better because now there will be more Rift runners you can join and support.

    Buffs:
    Add a small Magic Find buff based on how long you’ve been on a game: with a short cap, it would encourage playing rather than camping chat.

    Give players additional Blood Shards as they progress through the Nephalem Rifts: Give them shards at certain completion %'s so running the entire rift is more worthwhile.

    Fixes:
    Make the Rift Guardian a Legit Boss: Instead of RG's being big elites, turn them into full on event bosses. When you hit 100% instead of the boss spawning nearby, a portal would spawn nearby. Entering the portal would be like fighting any event boss with no respawning and on new players joining the battle. If you want to RiF then you all have to fight the boss from 100%. You can even tie the Rift closing experience to finishing the boss event, this way you only get the experience if you stay alive. Maybe then people would play and progress through the difficulties and the game will last them longer.

    Not only would this fix the exploitable part of RiF but it would also make the rift guardian encounters feel a bit more epic.

    Those are just a few of my thoughts on the subject matter, I did a full article with a much more detailed analysis at Diablo.Blizzpro.com
    I'll leave you the link below for reference, a mod can remove it if they feel it is not appropiate.
    http://diablo.blizzpro.com/2014/06/04/big-2014-rift-foward-debate/
    Posted in: Diablo III General Discussion
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    posted a message on Microtransactions: What would you pay for?
    Quote from Vagrancy

    Quote from DannieRay23

    Look at the numbers, I've paid just 100 dollars for over 600 hours of entertainment over 2 years

    That's 17 cents an hour. If I had kept my WoW subscription the entire two years I've played Diablo it would've costed me 311 dollars and that's without counting the cost of the expansion.

    A netflix subscription would've likely been over 200 dollars over 2 years, the same would apply to other streaming services and premium cable channels.

    I'm more than willing to pay extra cash for quality entertainment regardless of its genre, if Blizzard delivered on quicker content and quality of life improvements I'd be super happy to shell out extra cash. If another company decided to provide the same better and cheaper I'd likely make the switch.

    Saying no outright to microtransactions just because you paid for the game is being super close minded, it has worked wonders for WoW and whenever they decide to introduce it to Diablo is it likely to be just good long term.
    It works/worked wonders for WoW because it let people get items such as mounts or other stupid things they could sell to turn a profit for in game currency or it allowed people to have the nostalgia factor for getting cool/unique mounts/pets. WoW is a terrible example of Micro transactions because most of them were used for the sole purpose of turning a profit in game.
    Are you not familiar with server transfers, race changes, and the many more things you can pay for on WoW?

    I'd like to see your sources when you say that most of the sales are done to turn a profit in game. The last time I played most mounts and pets were bound to account, a big fuss was made when they started selling the tradeable Guardian Cub.
    Posted in: Diablo III General Discussion
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    posted a message on Microtransactions: What would you pay for?
    Look at the numbers, I've paid just 100 dollars for over 600 hours of entertainment over 2 years

    That's 17 cents an hour. If I had kept my WoW subscription the entire two years I've played Diablo it would've costed me 311 dollars and that's without counting the cost of the expansion.

    A netflix subscription would've likely been over 200 dollars over 2 years, the same would apply to other streaming services and premium cable channels.

    I'm more than willing to pay extra cash for quality entertainment regardless of its genre, if Blizzard delivered on quicker content and quality of life improvements I'd be super happy to shell out extra cash. If another company decided to provide the same better and cheaper I'd likely make the switch.

    Saying no outright to microtransactions just because you paid for the game is being super close minded, it has worked wonders for WoW and whenever they decide to introduce it to Diablo is it likely to be just good long term.
    Posted in: Diablo III General Discussion
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    posted a message on Microtransactions: What would you pay for?
    The problem is, stash space is data space. The servers are already slow as they are, and while a lot of us could use the stash space. There's a lot of people that only play one or two characters and don't need all the extra stash space.

    You could make the argument that extra Stash Space could be gated via large sums of gold and that might be valid, to be honest I wouldn't mind paying for simple quality of life improvements as long as the dev team put extra effort at delivering them on time.

    I've played countless hours of Diablo 3 over a two year period for a mere 100 dollars. Renting a new movie can be two dollars per hour, I've played way more than 50 hours of Diablo. Netflix is what? 8 dollars a month, over 2 years that almost double what I've payed for Diablo. What about Traditional Cable? That has too be way more expensive, add in something like HBO and that's 15 extra dollars a month. WWE Network? 10 dollars a month, MLB.tv? 20 Dollars a month. What about getting Boxing or MMA PPVs? They are over 10 dollars/hour.

    There a big problem with gaming culture and people taking the entertainment hours that games provide for granted.
    Posted in: Diablo III General Discussion
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    posted a message on Microtransactions: What would you pay for?
    Quote from garnok
    I already bought the game. Why would i want to pay more for anything but big expansions? I wouldnt, and neither would any sane person
    Mainly because you like the game and spend enough hours of your day playing it so you feel is worth to pay to enhance your experience.

    Lets say I lose 2 hours a week struggling with organizing my stash and deciding what to shard and what to keep, if I was able to buy extra stash space and it would cost me less than what I would make if I spent those 2 hours working instead. Then paying for stash space would actually be the smart investment.
    Posted in: Diablo III General Discussion
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