• 2

    posted a message on Blade wings and starcraft

    Promo items are promo items. If you want them you gotta do what it takes to get them.

    Posted in: Diablo III General Discussion
  • 1

    posted a message on Zero dog gear in its state and impact
    Short Story: Non-seasonal balance is no longer a priority with rolling seasons occurring.

    Season's will be balanced by virtue of being fresh every time.
    Posted in: Witch Doctor: The Mbwiru Eikura
  • 1

    posted a message on A Statistical Experiment, identifying an inventory full of RoRG!
    Quote from OraK»
    600..you want me to die young :D

    Btw guys, that's the point... there should not be different weights, or at least remove default affixes (IAS,LoH in that case) and make a differentiation between defensive, offensive and utility affixes to roll 1 each (just an idea, i prefer socketed trifectas :D)
    The weighting of stats is extremely important for itemization. IF everything were equally likely you'd see items with (insert useless primary) as often as items with (whatever primary is currently best). That would royally screw itemization progression in a dozen different ways.


    A 60 sample size is FAR too tiny to get meaningful data on affix weighting anyway. You came pretty close to the 10% Ancient chance (1/12 compared to 1/10) at least.

    Quote from Enterich»
    Blizzard made this Rorg easy to get, but pain in the ass to get the right stats.
    Farming an RorG for about 5 Months now, i looted 27 or more.

    Not ONE with cc/cd/socket .
    But its fair , u get the nice secondary affix pretty easy but a good one is... Pain in the ass!!!
    I still hate rng , because 27 unusable rorg is bad luck.
    In 10 RoRGs I found 3 with sockets and 3 with Crit Chance. RNg is RNG



    Quote from Jalatiphra



    yeah RNG doesnt mean you have the same chance for everything .. so if there are 10 possible affixes, there is not a 1/10 th chance for each affix to roll.Its a weightet stat distribution system.Blizzard knows which are the most desired stats, and they make them rarer than e.g vitality.However 60 is a very smal sample size to actually get some good analysis of this weighted system..From what i see you are completly missing Life on Hit - whereas whenever i get a rorg it has life on hit..so maybe try to get 600 ? :Danyway thanks for your dedication. every bit of data is good


    60 of his RoRGs had LoH. It's guaranteed and therefore omitted form his little table here.

    Edit: I have some choice words ot say to whoever decided on the post formatting system here. Seriously.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Build Diversity & Legendary Gems
    This is called a legendary item. We've got something like 200 of these.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on royal ring
    There are precisely two affixes on a RoRG that will be numeric (rather than %) after you're finished rerolling it. One of those affixes is going to be secondary.

    An Ancient RoRG simply isn't worth the effort to get.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Season 1 Exclusive Items
    When S1 ends S1 exclusives become standard drops.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on How to get more ancient weapons THEORY...
    Quote from Garm»
    so what you are saying its that once a legendary has been collected even if its not identify "allready" has been predefine as ancient legendary in the algorithm blizzard uses? (which we still don´t know how exactly that works ,so its technically hipotetically right? as the same for my theory....)
    A legendary is determined as ancient on drop. Just like everything's stats are determined on drop. Doesn't matter when you identify it, doesn't matter how you got it, doesn't matter how many times you've identified copies of that item.

    10% of the time a legendary is ancient and that status is determined when the item is generated not when it's identified.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Why The Furnace Is Imbalanced + Fix (Video)
    Highest GR at fastest speed = Best Performance

    Sure you can say "but they die" to which I reply "But they still clear rifts 10 levels ahead of what you're doing without dying"
    Posted in: Diablo III General Discussion
  • 3

    posted a message on Why The Furnace Is Imbalanced + Fix (Video)
    Quote from Shinna1989»
    People complained about the "old" Furnace Affix. Now people complain about the new Furnace Affix. Yes it is very strong but a "kinda rare" Weapon needs to have the potential being BiS for many Classes/Builds.
    Balancing around rarity has never correctly balanced anything.

    The combination of rarity and overwhelming power only makes the game less fair for the 99% of the population with a less well rolled furnace (and that includes the 99% of the 24 hour players who don't have one as good as that "one guy"). A random well rolled furnace drop a few weeks into a season all but guarantees the finder will be at the top in their playtime bracket, and there's nothing that any other player in that playtime bracket can do to compete except changing their bracket.

    Common Legendaries should reward, but not complete, many builds. (Many currently lower tier or non-affixed legendaries)
    Uncommon Legendaries should be competitive BiS with other uncommon legendaries in non-niche builds. (eg Firebird, many options for the build)
    Rare Legendaries should be BiS for specific builds revolving around specific strategies. (eg Fryedehrs Wrath / Blade of Prophecy, rewards a specific build)
    Extremely Rare Legendaries should create exceptionally niche effects.

    Combining rarity with extremely general power hurts balance within communities. Yes exceptionally rare legendaries should be exceptional, but they shouldn't be BiS for literally every builds that isn't Crusader or using Flying Dragon. (and Flying Dragon is/was BiS for every monk build and has similar if not greater rarity).
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Why finish rifts after guardian is dead?
    Quote from EyeRish420
    For me that's not how it works. I almost never get a legendary from the RG, and i'll be lucky to get 1 legendary before killing him. If I fully clear, I end up with at least 5 legendaries (most of the time). My best was like 8 or 9 with a full clear. It would take me at least 5 runs of ending after the RG to get the same amount. Not exactly maximizing anything there.

    Oh, and the "experienced/dedicated/serious" players I play with fully clear rifts...
    You're not gaining benefits from a legendary right off the RG, you're benefitting from the roughly 40% chance to pop a legendary form kadala in the 30s between rifts.



    Quick math, assuming 100 shards has a 40% chance to pop a legendary, and assuming that you spend 35 seconds between rifts,

    Legend Drop Rates/hr to my Knowledge - Apx 10 (Based on Math and the results found here http://www.reddit.com/r/Diablo/comments/22x095/legendary_drop_rate_data_from_100_t5_rifts_done/)


    1 Minute Clear (35s Kadala) - 15 Kadala Legends/hr + Normal Legends/hr, 7 Dropped Legends
    3 Minute Clear (35s Kadala) - 7 Kadala Legends/hr +Normal Legends/hr, ~8 Dropped Legends
    5 Minute Clear (35s Kadala) - 5 Kadala Legends/hr +Normal Legends/hr, 9 Dropped Legends
    10 Minute Clear (35s Kadala) - 3 Kadala Legends/hr +Normal Legends/hr, ~10 Dropped Legends

    Kadala Maximum Theoetical Legendary per Hour rate (Assuming 100 shards every 35s) - 40


    Whether or not to clear the rift is partially dependent on clear speeds. If you take 5-10 minutes to clear your legendary drops will be dominated by normal rates. And even at a 10 minute to GR clear time kadala is already netting you an estimated extra 3 legends/hr As you get faster at clearing rifts Kadala rewards begin to dominate your legendary acquisition. Just because you have anecdotal evidence suggesting something else does not change the math or statistics of the process. Chance of goblin rifts and their general rewards provide a slight skew, but there would need to be significant testing on how much they matter.

    btw: If anybody can find a more current study wit ha larger sample size I'd like to see it.
    Posted in: Diablo III General Discussion
  • To post a comment, please or register a new account.