Bear in mind that the slight boost to attack speed from the Pig Sticker is probably quite minimal in terms of what you can actually achieve in the build. You'll probably get more benefit from augmenting an ancient item or two and using a hack than simply changing weapon from hack to pig sticker.
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Aug 22, 2013Should take the XP from the most advanced character of each class and combine it that way.Posted in: Diablo III General Discussion
If you have a PL 100 Barb, then you gain nothing by levelling it more, and you need to use another class to make any future gains for the new expansion.
Aug 21, 2013My assumption was that points are account wide and "gaining a point" would be effectively gaining a point for each character.Posted in: Diablo III General Discussion
I assumed the characters shared stats, but that would simply mean resetting and re-tweaking when you change characters.
As for the infinite levels, I assume the Core/Attack/Defense stats will have caps on them (the 50 for each core as shown) but the Utility Stats (at least some of them) being infinite (Magic Find, Gold Find) so once you've maxed out all your stats, you can still have gains from increasing your paragon level, but if you're going from 500% to 501% gold/magic find, then obviously it's very diminishing returns.
Aug 21, 2013If you do it by total experience, it encourages people to keep playing with their higher leveled characters (which have higher stats thanks to the current Paragon system)Posted in: Diablo III General Discussion
For that reason I assume it will be done by total Paragon Levels. If/when they announce this, it will encourage people to get each slot of 10 characters to roughly the same Paragon Level, because of the diminishing returns.
Apr 29, 2013Helmets are an integral part of your gear selection, and part of an important set (for Witch Doctors, at least) If they include Paragon Levels (which I *think* they've said they are) does this point to individual pieces of gear being able to be upgraded?Posted in: News & Announcements
Or, is the infernal helm a mod to any helmet you are wearing that gives +xp?
Apr 9, 2013DimitriPayet posted a message on Multiplayer vs Extra Monster Power (Single Player)Further to this, now that Nephalem Valor stacks are multiplicative, we have new values to consider when a player is at 5 NV stacks.Posted in: Diablo III General Discussion
The below tables assume that a player is not wearing any +XP% gear.
Running at Monster Power 7 with 4 players gives you more experience than previously running Monster Power 10.
MP7 (4 player) 1253x2.5 = 3132.5% Monster Health
MP10 (Single Player) = 3439% Monster Health
If you spend most of your time running at 5 NV stacks, then it is much better to team up with more players (for a pure experience point of view, completely ignoring the fact that monsters become relatively easier, and the bonuses to MF and GF)
I'm unsure as to whether this multiplicative bonus applies to gear you are wearing as well. If it does, all the better for XP grinding, if not, then a 31% gem in the helm makes a relatively smaller amount of difference.
Apr 5, 2013DimitriPayet posted a message on Multiplayer vs Extra Monster Power (Single Player)I've just gotten into this, and am wondering about the worth of playing 4 player multiplayer on the same monster power vs going up a monster power in 1.08. This is the XP for Monster Power in InfernoPosted in: Diablo III General Discussion
Monster Power XP 1 Player XP 4player Monster Health 1 Player Monster Health4 player Magic Find 1 Player Magic Find 4 Player
MP 1 1.25 162.50% 1.5 3.75 1.25 1.55
MP 2 1.50 195.00% 2.25 5.625 1.5 1.8
MP 3 1.80 234.00% 3.26 8.15 1.75 2.05
MP 4 1.01 131.56% 4.57 11.425 2 2.3
MP 5 2.65 344.50% 6.39 15.975 2.25 2.55
MP 6 3.15 409.50% 8.95 22.375 2.5 2.8
MP 7 3.75 487.50% 12.53 31.325 2.75 3.05
MP 8 4.40 572.00% 17.55 43.875 3 3.3
MP 9 5.20 676.00% 24.57 61.425 3.25 3.55
MP 10 6.10 793.00% 34.39 85.975 3.5 3.8
Taking the health out of the data gives the following graph (With health values being so high it makes the other values indistinguishable)
The magic find bonuses are constant
Most notably, doing 4 player runs of 1 monster power, always gives you more XP AND more magic find, than going up to the next monster power solo. Ignoring monster health (which is pointless because you need to factor that in) it is always better to do 4 player assuming you can.
When it comes to monster health, 4 player on 1 monster power gives monsters 1.6 to 1.8 times more health than going single player on the next monster power (MH4player [MP] / MH1Player [MP+1])
If you deal the same amount of damage, you can afford the other 3 players to be 55.5-60% of your ability (each), and you should clear at exactly the same speed, whilst gaining more XP, and having more Magic Find and Gold Find.
Conclusion As it stands, whatever Monster Power you are currently doing, when 1.08 hits, do it multiplayer. If you have a 200KDPS character, you can afford to have 3x130K DPS characters (ignoring any multiplayer benefits you may receive, including increased protection from damage from shouts)
Nov 8, 2012I started a game at the Core of Arreat, was about to TP to change my gear, but a hulking phasebeast was about to hit me, so I killed him, the first monster of that game, and he dropped a legendary (think it was Firewalkers)Posted in: Diablo III General Discussion
Oct 30, 2012I've created a build that I don't really have a proper name for.Posted in: Witch Doctor: The Mbwiru Eikura
I wanted to start farming MP1 (for consistency across acts) with as much MF as possible, going through as quickly as possible. I originally started to go with high int/vit as a build, without going for Crit, but after much testing it's a lot more efficient to go with a crit build.
The whole idea behind this build is to simply slay through mobs and travel as quickly as possible, using Grave Injustice to assist with this.
Pierce the Veil
Grave Injustice - Whenever an enemy dies within 8 yards, regain 2% of your maximum Life and Mana and the cooldown on all of your abilities is reduced by 1 second. This range is extended by items that increase your gold pickup radius.
LMB: Firebomb (Ghost Bomb)
RMB:Zombie Charger (Zombie Bears)
1:Spirit Walk (Jaunt)
2: Soul Harvest (Swallow your soul)
3: Zombie Dogs (Life Link)
4: Gargantuan (Humangoid)
With Grave Injustice, you can travel really quickly between packs, and depending on your gear you kill really really quickly. I've got a cheap build going so I don't have much survivability. Because you use Zombie Bears a lot you want to be regaining mana as much as possible. Using a Thing of the Deep you have a 28 yard effect for grave injustice which helps, but Gruesome Feast helps with this as well.
Because you slaughter enemies really quickly, your Spirit Walk takes much less than 12 seconds to reset (15 -3 that it is active for). Using Soul Harvest to also regain mana (and deal loads more damage) is also great.
How much MF you need depends on what Paragon Level you are, so you can trade out gear as you need it.
For this build, the key item is a one handed weapon with high crit damage and a socket. Most likely everyone has one of these. Mine is a 875 dps sword with 83% Crit damage and a 100% emerald socketed. It also has 197 INT (got very lucky with this)
For the item slots which can have Critical Hit Chance, you want to get as close to maximum as possible with these, and get some MF on them.
For all other gear, you're looking for 3 key stats. Magic Find, All Resistance, and Vitality. Depending on your weapon
The two exceptions for gear are the Helmet and the Off-Hand. For the Helmet, search for a Zunimassa's Mask with MF. They are very cheap (I picked one up for less than 50K gold) and the boost to Maximum Mana is great.
For the off-hand, search for a Thing of the Deep with Magic Find. The 20 yard pickup radius is key, and worth the 1.5% sacrifice in Critical Hit Chance.
I wish I had a video, because I clean through packs really quickly, and having 395% MF on MP1 with 5 NV stacks is pretty sweet.
Oct 29, 2012I'm in the middle of getting a decent MF set for my Witch Doctor. I'm Paragon Level 18 and am just buying some gear for very cheap (less than 50k/piece) and am going to try farm MP1. I'm not going for a crit build, just searching for Int/Vit/All Res gear with a high MF. And, combined with my follower and due to my Paragon Level, I can go down to 18MF on gear and get some decent damage dealing, yet survivable gear.Posted in: Diablo III General Discussion
Oct 25, 2012http://us.battle.net...4/hero/15827363Posted in: Witch Doctor: The Mbwiru Eikura
I'm not really sure where I can improve upon. I know my Belt and Chest aren't that flash, and I'm trying to get a couple of rings off the AH to boost my Crit Chance to 6% on each, but I'm just not sure if it's the build I'm using, but I would like to think with my weapon I should be dealing more damage than I currently am.
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Sep 13, 2012DimitriPayet posted a message on Diablo III Blog on Class Changes Coming, PTR Download Button Active On Launcher, Blue Posts, Curse Weekly RoundupPosted in: NewsQuote from Kblavkalash
Either way game is easy and boring, so if they buff classes even more it will be ridiculous.
Maybe for the guys who can play 5+ hours a day, it's certainly not ridiculously easy for me.
Sep 13, 2012DimitriPayet posted a message on Diablo III Blog on Class Changes Coming, PTR Download Button Active On Launcher, Blue Posts, Curse Weekly RoundupSomething else I thought of, they could be re-balancing Life on Hit / Lifesteal.Posted in: News
Eg. The Barb passive could be reduced to 1.5% life steal from 3%, but instead of being an 80% reduction in Inferno, it's going to be just a 30% reduction.
Sep 12, 2012DimitriPayet posted a message on Diablo III Blog on Class Changes Coming, PTR Download Button Active On Launcher, Blue Posts, Curse Weekly RoundupI suspect there will be a revamp of how monster or player damage is calculated.Posted in: News
They may be altering the effect of resistances, and as a result, change the War Cry rune such that it only buffs resistances by 25% instead of 50%, but, the nature of the revamp could mean that it results in more damage reduction.
Aug 20, 2012In the patch notes it says experience gained by monsters in inferno has been increased by around 60%.Posted in: News
The only way we will know is when we get the patch, and start playing. I'm personally going to start an Act 1 inferno run and see how we go. I would be disappointed if I don't get a couple of levels by the time I beat the butcher.
May 12, 2012DimitriPayet posted a message on What Is Diablo III, Character Profiles ,EU Install Client Update, Jay on Items, Blue Posts, SoundtrackThe Seige Breaker can still pick you up :Thumbs Up: :Thumbs Up: :Thumbs Up:Posted in: News
Nov 27, 2011If you have a helm (for example) with 3 sockets, there's no point upgrading the gems until you have 5 of a specific grade of Gem.Posted in: News
Example, using Topaz's
Flawless Square Topaz - 19% Gold From Monsters
Perfect Square Topaz - 21% Gold From Monsters
Radiant Square Topaz - 23% Gold From Monsters
Star Topaz - 25% Gold From Monsters
Flawless Star Topaz - 27% Gold From Monsters
Perfect Star Topaz - 29% Gold From Monsters
Radiant Star Topaz - 31% Gold From Monsters
You'd rather have 3 Flawless Square Topza's socketed in a Helmet, giving you a total of 57% extra gold, rather than getting 21% extra gold by combining them. Until you get to such a point that you want the extra slot for, say, 10% life, if you are just going to farm (or be a fourth player in a game who is farming) then you need 5 of a gem grade to level it up and not lose any benefits.
Aug 18, 2011Regardless of what they do, there will be an area in Inferno where you can get the most items / minute of grinding.Posted in: News
They say they want a flat difficulty curve and no incentive to do runs of a particular boss/area. The only way to guarantee this is to give all monsters in Inferno the same drop rates.
So that you don't grind the first area of Act 1 (or the first area which has the highest number of low-HP monsters) they would need to adjust the HP/Resistances of every monster in Inferno to be able to be killed at the same rate.
I know we shouldn't compare to D2, but the portal to Nilathark's temple that Anya made. That was a huge farming spot just for XP. If, in inferno, you could go to a similar style of location (near a portal or waypoint) and kill enemies quickly, then the incentive becomes to just grind that area.
Of course, they could simply just implement a 30 second or 1 minute timer on exiting a game and creating a new one.
Aug 1, 2011This is such an interesting economic experiment.Posted in: News
The first thing to note is that we are expecting a lot more players than were in Diablo 2.
Second of all, it's a market, so it all comes down to supply and demand.
From what we have heard, crafting will be the main source of end-game uber items (realistically, aside from the first 2 weeks, this is what the AH will be about), and crafting requires lots of gold.
If farmers are going to be viable, they would need to be continually crafting to get these end game uber items. Assuming they are logical, they will exploit any arbitrage in the Gold/$$$ AH to maximise their gold, for crafting potential, but this won't last long if there are many people doing it.
So, in order for farmers to create large numbers of high-end items, they need lots of gold/crafting materials, which they *might* want to pay cash for, or (more likely) list any sub-prime items on the gold AH. As for the $$$ AH, because there will be listing fees and selling fees, I think it won't be as much of a success for farmers. Remember, the total amount of $$$ in the game in terms of e-balance is only equal to the sum of the amount of $$ that people put into the game (at an absolute maximum, if anyone cashes out, then the total amount of e-balance is less) and if people don't cash out, then you just have e-balance continually being traded throughout the life of the game, with Blizzard getting a cut of every item bought/sold. What might originally sound like a good money making scheme for farmers may not actually work.
In the end, it comes down to the rarity of items.
Sep 27, 2010Posted in: NewsQuote from Rolandten
Assumption A: This is about the only thing you wrote that I partially agree with based on the information that we have now. With the number of skills available, as it currently stands, and the ability to use only 7 of them at any given time, specialization only makes sense. Yet I believe that you are wrong in your assumption that each character will have only one dominant skill. That is too much like D2 in playability. If Blizzard is smart, they should make skill combinations for each character and not just the monk (if I remembered that tidbit correctly.) This will reward the player for skill (luck in the beginning) for design and usage of his character. There may be many different ways to play the same character (though, concededly, there is usually an uber one that everyone ascribes to) and play that character well. The skill tree really isn't a tree any longer, but a set of skills. Which 7 skill set will be the one that dominates a character design will take time to discover, if there is one at all.
I'm not sure that there will be a 7 skill set which dominates a character design. It all depends on how each individual player wants to play the game. With no synergies (I think) there will be many more active skills used, and with the rune alterations to skills, I don't think any 7 skill set will dominate unless the best runes are available really easily. Even if this is the case, surely there would be allowance in those 7 skills to experiment for your own playing style (eg, if you don't like to constantly be spamming to keyboard to perfectly time every skill use)
Also, there is much more variety in the classes than D2, as you'd expect, which will make it fun to experiment, if not simply because the Barbarian looks and feels tougher than your weak ranged mage.
Aug 24, 2010I remember Jay Wilson saying that people have to choose between selling items and salvaging them, because what gold can do is so much more important than crafting an item. Until we know what gold does, we can't really judge how long we will spend salvaging goods for crafting.Posted in: News
Also, from what I can gather, the recipies that are item drops are what we are going to be aiming for. Sure, it will be fun to upgrade basic weapons at the beginning, but once you find a decent weapon/armor, you'll probably use that for a while and not focus on crafting at all.
Dec 2, 2009The only thing that made starting over fun in D2 was the fact you could get to level 80 in a day or two by joining Tristram runs, Baal runs, and cow runs. I'm pretty sure if it took a decent amount of time to level, and couldn't be done uber-quickly, people would want a respec system.Posted in: News
Oct 23, 2009DimitriPayet posted a message on Diablo II Patch 1.13- More Delays, Hopefully a Brighter FuturePosted in: NewsQuote from "luc1027" »I'm totally agree !!!
Power up some skill that useless,
Too many skill are good with only 1 point, and be stupid to put more in it.
Too many skill are useless no matter how you put point in it.
-static : euuuh it's the most powerful skill of the game unlock at level 6 ? add points in it and only the radius increase ?
-resists : you rarely need more resist...
-vigor : 1 point is just useful, more point in it is a waste of point except for synergies.
Firebolt vs Fireball
why firebolt have less damage when it doesn't make area damage ?
I'm so desperate when I analysis the balance and the logic of d2 !
I don't understand the logic of game designer ! maybe they just don't balance this part before release the game.
Sometime I don't understand how d2 was so polpular, when the game is so unbalanced.
Well, the problem with making early skills too powerful, is that they will be too powerful too early. Imagine if Firebolt was as good as Meteor at level 20? You'd just get Firebolt to level 20 at level 21.
Oct 14, 2009Seems to be some misunderstanding about auto-pickup and auto-collection.Posted in: News
From the video's, we have seen auto-pickup. The gold does drop, and you do pick it up, just without having to click on it.
Quote from cherd »
If gold were auto pick up, then there would be no sense of gold dropping from monsters. It would become a quantity that simply increases by killing things. It would be kinda like experience, except gold would be spendable.
That is the thing though. Gold is spendable in some way shape or form, so it does make sense.
Take the example that 500,000 gold can be used to increase your MF by 1%.
Then, for an additional 1% bonus you need an extra 500,000 gold.
To get a 40% increase in MF, you would need 20,000,000 gold. Not sure how many people would have ever collected that much gold in D2.
The point is, if you make gold worth something, people will want to collect it.
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