mlvl = monster level
clvl = character level
xp from items is added to the modified (by clvl-mlvl) base monster exp for clvl-mlvl<6. Otherwise it is not counted.
It has also come to my attention that a lower level hero grouping up with higher level heroes will get have severely reduced xp gain. The specifics as of now are unknown.
And about crimson being able to stack, i don't think so. But, it will most likely be reset every time you critical hit. The interesting thing about overpower is not to use it once every 15secs, it is to be able to spam it if you can gather a high crit % chance.
Yeah it pretty much depends on the crit that is possible. So we can only speculate. The precision crit is like really low though, unless they change it. Right now it's like 0.013 per point of Precision, which is around 13% with 1000 invested points. No way I'd sacrifice Defense, Attack or Vitality for that.
I've had close to 900 crit orbs in beta 5. The main source of damage increase are +min/max damage items rings, an amulet (hard to get a good one), an orb and a weapon with +damage and elemental. You should get to about 50-60 base max damage like that. After that what you wan't is Attack and +Crit Damage%. What you also wan't obviously is the Class Canon passive.
You can easily go over 1000 with the monks Lethal Decoy, as it has a very high base damage.
There's a asian team that has been one-shotting Leoric sincee Patch 4 for the lolz. There's a thread in GD, where we've also done the math on how it works.
I don't find Overpower is worth it any more. 15s cooldown is too long and the Crimson effect is too short, if it can stack it might be worthwhile but still (you'll have 60% crit for maybe 3s tops), it's too inconsistent. I'd rather get a decent fury spender and/or a good debuff for my team (like shout) as a replacement.
I see alot of rune abilites that seem subpar. There are of course hidden gems too, which we don't realise exist until the final release. Some abilites seem more fun then effective at times. Crimson, Obsidian seem to be most popular in general... they usually increase damage or generate some debuff, followed by Golden and Alabaster, which are cost reduction, regen and CC for Alabaster. In general Indigo seems the most lackluster, there are some really good ones though, like Mantra of Healing.
The question is how fast will you progress in Inferno. I believe the enemies will be tough and you'll not just one-shot the whole screen. So we have to wait and see. If it takes 1 minute to kill an enemy because your team has to run all the time as they take too much damage. In that case Crippling Wave would be way more effective I assume, as it constantly halfes the enemies damages.
For exploding palm there needs to be cluster packs and dying. Right now it is impossible to say how effective it will be in Inferno. That's the main reason I chose Crippling Wave over it. A 50% debuff on enemy damage output should help no matter what.
The monk has so many support abilities so I've decided to focus on that rather then the highest possible damage.
0
0
mlvl = monster level
clvl = character level
xp from items is added to the modified (by clvl-mlvl) base monster exp for clvl-mlvl<6. Otherwise it is not counted.
It has also come to my attention that a lower level hero grouping up with higher level heroes will get have severely reduced xp gain. The specifics as of now are unknown.
Source: mfb(indiablo.de), me & others
0
0
0
If you crash you either already have the quest and exp or you don't, and then you just redo it.
0
0
0
Yeah it pretty much depends on the crit that is possible. So we can only speculate. The precision crit is like really low though, unless they change it. Right now it's like 0.013 per point of Precision, which is around 13% with 1000 invested points. No way I'd sacrifice Defense, Attack or Vitality for that.
0
0
0
You can easily go over 1000 with the monks Lethal Decoy, as it has a very high base damage.
There's a asian team that has been one-shotting Leoric sincee Patch 4 for the lolz. There's a thread in GD, where we've also done the math on how it works.
0
0
Looking at my build for all 5 classes... it seems pretty even, with a slight lead for Crimson.
0
0
The monk has so many support abilities so I've decided to focus on that rather then the highest possible damage.