- AFd3
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Member for 15 years, 10 months, and 12 days
Last active Fri, Nov, 2 2012 10:03:42
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lllNuggetslll posted a message on MY D3 CAME!Pic, or it didn't happen.Posted in: Diablo III General Discussion -
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Jenks3 posted a message on On a scale of 1-10, How excited are you for the coming infernal RELEASE of Diablo 3 - The Daily threadPosted in: Diablo III General DiscussionQuote from andysunstory666 -
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Rym posted a message on Collectors Editions are beeing shipped to stores *pictures*Where/how did you get this picture?Posted in: Diablo III General Discussion -
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matrix179 posted a message on Collectors Editions are beeing shipped to stores *pictures*Damn niceeeeeee! Looking forward to open mine !Posted in: Diablo III General Discussion -
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grothesk posted a message on New Footage or Hacked/Leaked?Seems fake. It sounds like an automated voice; just listen to how he pronounces failure as "fail-u-err".Posted in: Diablo III General Discussion -
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redial posted a message on Has D3 lost their true diablo fans?I created an account just to lol at the op.Posted in: Diablo III General Discussion -
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jaclashflash posted a message on Inferno will be watered down(dont worry)Inferno is all hype....TOO EASY!Posted in: Diablo III General Discussion -
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KingCobb posted a message on Am I the only one peeved about Magic Find socialism?It really doesn't bother me. If i have high mf then sure someone is raising theirs by lowering mine. But chances are i am mooching off their higher dps and kill rate.Posted in: Diablo III General Discussion -
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Tralari posted a message on Horrific...I hate good games too! I'd rather be playing QWOP.Posted in: Diablo III General Discussion -
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ialgo posted a message on Best Damage Reduction Build in the worldThe proper way of calculating this is take the amount of damadge recieved:Posted in: Monk: The Inner Sanctuary
(1-.25)*(1-.20)*(1-.10) = .54 this means your party will take 54% of original damadge. To get the damadge reduced you take 1-.54 meaning 46% was reduced.
adding in the passive 30%
(1-.25)*(1-.20)*(1-.10)*(1-.3)=.378 which means you would take 37.8% damadge and damadge reduction is 62.2%
Then you also get to add in the armor percentage.
the 1.25*1.20*1.10=1.65 only applies to damadge formulas because it increases damadge from a base of 1. For instance increases damadge by 25%, 20%, and 10% and all multiplicative.
Good find =)
Quote from Thatyrael
Quote from CultofPersonality
Lets see....multipicative?? Hmm lets see... 1.25x1.20x1.10=1.65
Wow!! 65% Damage reduction,not 55!!
Thanks for pointing out, you made my day better!!
Not sure if my maths are right, but by "multiplicative", I think it should be calculated like this:
You receive 100 dmg. You first cut 25% of it, makes it 75.
Out of 75, you cut 20%, makes it 60.
Out of 60, you cut 10%, makes it 54.
You reduced 46 / 100 dmg, which is in fact 46% reduction instead of 55%. The order in which the % are applied doesn't change the ending result.
I could be wrong, but I think it is how it's calculated (You could add Armor dmg reduction to that also).
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I pretty much just want to get a feel for how many of you strongly believe you will be playing diablo 3 for a long time.
EDIT: I also realize the misstyping of 'our' in the title has doomed this thread into the deep silent abyss.
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I like the build but Barbarians have great generators i think its a bad idea to not use one. 100% dmg single attack will be the death of you. Because you want to go without an attack generator then you forced yourself to pick a run for revenge that isn't my favorite, but you have no choice you need the fury. Fury from revenge isn't reliable and you need a reliable way to get fury. Those seconds of no fury with this build will be the death of you because you are going to attack a few times with regular attack and just drop all your fury right away. You'll rarely have the opportunity to actually drop all 100 fury points into your spenders because you'll be too scared to save up fury with your weak ass single attacks. The play for this build will have you spending fury ASAP. Maybe you might save for 2 or 3 slams but in harder difficulties that normal attack might not do the job.
Gnarf mentioned to put in superstition and that is actually a must for this build with that extra fury regen.
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http://eu.battle.net...dSRU!Xhg!YYcaZZ
This with a 2 hander because 2 hander's are awesome. Overpower is a bomb when at passives are active. If Bash is fully loaded with passives it does 260% dmg cleave will do slightly less because it will be tough to keep punish at 3 stacks. Brawler makes it a beast int he toughest situations. Without unforgiving the beserker's rage build is a pain in the ass and therefore not cool. Unless you could think of an easier way to keep your fury at max for longer then unforgiving and beserker's rage are a combo.
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I haven't played the beta mind you.
The idea here is to have a lot of mana at your disposal and a couple trusty spells to continually spam. Horrify, soul harvest, mass confusion and fetish army will be used to provide periods of distraction. In addition, horrify is also another mana generator with a golden runestone. I don't mind the large cool-down on fetish army as it will almost ensure a 10-15 second engagement of the passive skill: vision quest to provide a lot of mana Regen while the distraction spells are on cooldown. I'll have to see if the 300% mana regen on vision quest is worth it otherwise, this whole build strategy is centered on activating vision quest and spaming low-mid cost offensive spells with the flow of mana.
The offensive strategy here simple, spam plague of toads and fire bomb (+obsidian) to lay waste to anything in your path. The issue here will be defense (critically) but maybe playing in a party or a follower could aid with that.
Another obvious but important point would be to use soul harvest, horrify, mass confusion and fetish army whenever you get the chance to make good use of vision quest. Rush of essence means that you wont be leaking out any mana on the spirit realm spells while trying to keep vision quest up.
The first passive I chose, spiritual attunement, is not at all critical to the way the build plays and could be changed to suit your play style and equipment (but more mana never hurt anybody). Even the offensive physical realm spells could be changed, I generally don't like expensive spells.