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    posted a message on Diablo3 Effective Health Pool Calculator
    Melee/Range bonuses don't apply additively.

    If you have...

    - Blur (damage from melee reduced by 20%)
    - Item with 4% reduced damage from melee

    You will have 23.3% reduced damage from melee, not 25%.

    = 1 - (1-0.2) * (1-0.04) = 1 - 0.8 * 0.96 = 0.232 => 23.2%


    Thanks for fixing this.
    Posted in: Theorycrafting and Analysis
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    posted a message on US Servers go live at 12:01 a.m. PDT, EU servers will go live at 00:01 CEST
    I'll probably have to wait till saturday either way, sad face.
    Posted in: News & Announcements
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    posted a message on I thought beta was back up?
    Patience, young padawans.
    Posted in: Diablo III General Discussion
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    posted a message on I thought beta was back up?
    Yeah, I haven't been able to play, or even log in so far. Well I'm glad they are stress testing this now, so the server won't go balistic on the 15th. I'm pretty sure they'll either do an additional weekend or prolonge the whole process till like tuesday.
    Posted in: Diablo III General Discussion
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    posted a message on high crit damage/aoe build
    I'm not sure Long Fuse can compete with Scatter.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Balanced Inferno Build
    Quote from Casanova

    Quote from pmpch
    • Sentry. The only reason I consider this is for the 15% debuff, which is constant for whoever stands under that shield. I assume the turret can't die.

    I think Chain of Torment looks really intresting, problem is its impossible to judge how good it will be. It depends on its range, the width of the tether and if the arrows will pierce.

    The main issue with the tether is that it is between you and the turret, so you either have to reposition and maybe get into a dangerous position or place the turret and then let the enemy walk passed it. I used run it in earlier builds, but it's kinda hard to say how effective it is going to be. It's definitely viable, we'll see.

    The link works fine for me, btw.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Balanced Inferno Build
    In general the efficiency of mutli target spells depend on the number of target it hit, meaning the total damage it does, which defines it's damage per ressources spent ratio or in other words: efficiency. Some spells have secondary effects, which can be considered more valueable than raw damage.

    Now, the efficiency of all these spells changes depending on how the enemies are set up. Things to consider...
    • Number of enemies
    • Formation: clustered, spread.
    • Resistances / Health / Regenaration
    For instance, Entagling Shot / Chain Gang can only hit 4 targets if there are 4 target in close proximity. The efficiency of Chakram depends on how many enemies you are able to hit. If you are able to hit most targets it will be more effective than Multishot, which costs far more Hatred to use. Elemental Arrow is excellent if you can hit many enemies that are lined up, but this isn't always the case.

    What rune choice is the most optimal depends on these scenarios just as much.

    The following ability choices I present are based on my conclusion that for the most part of the game there will be 4 or more monsters on the screen. Even champion packs usually involve atleast 4 monsters. Therefore I consider single monster encounters less relevant for the most part of the game, except for super bosses, where it should be easy to just swap out some abilites beforehand for more single target focus.

    As of right no one knows how hard Inferno is going to be. However some conclusions can be made. The primary assumption I am going to make is that debuffs/control spells will be far more valuable than buffs, maybe not so much in pre-arranged teams but for certain in randomly generated parties. Serenity (the Monk one, yes) is going to save so many noobs: a team wide immunity spell with 10% uptime is godlike in Inferno no matter what, trust me on that. What I'm trying to say is, what good are damage buffs if you are a corpse.


    Current working setup: http://us.battle.net...hkYV!bVY!abbcaZ

    Some explanations...
    • Venegeance is an excellent choice if you combine it with Multishot/Suppression Fire and Preparation/Punishment. As long as there are 7+ targets it's self sustaining.
    • Numbing Traps. Spammable debuff if you have Caltrops. Very strong in my opinion. Fan of Knives applies this aswell.
    • Sentry. The only reason I consider this is for the 15% debuff, which is constant for whoever stands under that shield. I assume the turret can't die.
    • Entangling Shot. If a team has enough initial slowing/CC capabilities, I'd probably replace this with Grenades / Tinkerer for more Hatred generation. Afaik, a grenade can hit mulitiple targets, aswell.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on The Patch 16 Demon Hunter is Stayin' Disciplined
    Quote from kimchisundae

    While generally the discipline costs of the DH's skills were lowered, its passives geared towards discipline have been nerfed a bit.

    Nerfed a bit ?! That's like the understatement of the century.
    Shadow Power went from returning 45 to returning 12 Hatred. That's an massive nerf.

    Blizzard has nerfed almost 90% of the ability syneries (since like patch 8) to the point where they can barely be called synergies anymore. The overnerfs are just crazy.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Balanced Inferno Build
    • Rapid Fire: If you run a single target Hatred spender (such as Rapid Fire) I strongly suggest opting for damage. Fire Support does an additional 105% damage, 157% if you run Ballistics as a passive, which I recommend. That puts you at 385% damage per second for 10 Hatred, after the inital 20 Hatred cost. That should be the highest possible damage.
    • Sentry: If you get Spitfire you have an additional 32% damage fire support from the turret at any given time.
    • Shadow Power: Replace this with a defensive Spell like Caltrops. Fan of Knives, Hail of Knives is another great spell with a defensive component.
    • Mark of Death: Probably have to replace this with some defensive spell in Inferno. There are also great defensive passives, such as Numbing Traps that greatly synergise with Fan of Knives and Caltrops.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Balanced Inferno Build

    Multishot / Suppression Fire or Full Broadside: the primary AoE hatred spender. Patch 16 buffed the damage to 165% (215% with Full Broadside) while making it cost 40 hatred, so less spammable but should do huge damage combined with Cull the Weak and Steady Aim passives. I think the extra discipline from Suppression Fire is probably more valuable than the extra damage from FB.

    The extra damage was never a top 2 choice. It's was either Suppression Fire or Fire at Will. Fire at Will reduces the cost to 50% (40->20), which basicly doubles the effective damage output per time (that's a quite a bit better than going from 165% to 215%). I'm pretty sure that Fire at Will is the top choice now. The synergy of Suppression Fire and Shadow Power got nerfed into the ground (which is pretty much what I expected to happen). You only get 12 Hatred now, which is a joke.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Sharpshooter Passive
    Quote from PantheraOnca

    Throw out a fat AOE @ ~100% crit, as many fast attacks as you can fit in the 2 seconds, pack cleared, loot, crit back up to ~100%, repeat.

    Basicly what this does is give you a massive damage boost for your first 2 attacks (if you attack fast enough)
    Let's assume you have 20% crit. You walk around for 10 seconds, now you have 50% crit for 1 second before it resets to 20%. So you want to initiate with a high damage aoe ability, obviously.

    Fan of Knives + Cluster Arrow seems like a good choice.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Jay Wilson - Skill and Rune Changes
    What I really dislike is that their is no more scaling of the rune effects. Atleast there should be items that boost these. Now every effect has only one strength.
    Posted in: Diablo III General Discussion
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    posted a message on Datamined pictures from new patch
    ["TIP015","Monsters, treasure, and terrain randomly change whenever players enter the game.","","]

    Sorry what?

    Ok. I guess what they are trying to say is that every new game, changes these things. Strange wording.


    ["TIP029","There is no cow level.","","],

    Lies.
    Posted in: Diablo III General Discussion
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    posted a message on Datamined pictures from new patch
    Quote from Doomscream

    I will go out on a limb here and speculate that we won't have rune levels. We will have modifiers on gear to improve the effect on the runes alá +skills from D2.

    That's what the reddit leak was saying all along. So that guy wasnt trolling and actually has inside info.
    Posted in: Diablo III General Discussion
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