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    posted a message on How much monster power are you ready to handle?
    Monster Level 10, Leorics Manor runs
    Posted in: Diablo III General Discussion
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    posted a message on Echoing Fury mechanics
    Enchantress has a 3% attack speed buff.
    Posted in: Theorycrafting and Analysis
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    posted a message on Patch 1.0.5 monster power and inferno machine info
    Well, I was going to level up some alternate characters, but it seems like waiting until 1.05 hits to do that.

    Max Monster Power, Leorics Manor runs in Act 1, Zoltan Kulle runs in Act 2, some Act 3 runs, then do Act 4. Do that with an XP gem and a socketed weapon from level 15 onwards, and you're laughing.
    Posted in: Diablo III General Discussion
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    posted a message on Loot is still breaking this game
    Quote from Gr3yham3Lim

    2) more good items also allows people to play with their alts more. Most of us here just farm with a single hero, not paying much attention to others. Yes, playing time is a factor as we do not have time to keep playing all the different heroes, but increasing the rate of drops raises the incentive in playing something different. "oh I have 3 pieces of the tal rasha set and the 4th just dropped! time to go back to my wiz and give it a try! oh maybe i should go on the AH n get that amulet that i am missing too to complete the set!"

    People think they can outpace inflation, and get better deals on the AH. I'll sell that amulet, and then when I want it for the wizard, I'll buy it again.
    Posted in: Diablo III General Discussion
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    posted a message on Topaz MF vs Ruby xp Helm
    I have a helmet in my inventory with Magic Find and a Socketed Topaz. I switch it out for the final Elite kills. It's a lot more MF, without sacrificing too much XP, and I switch to the ruby when generally killing.
    Posted in: Diablo III General Discussion
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    posted a message on Diablo III Blog on Class Changes Coming, PTR Download Button Active On Launcher, Blue Posts, Curse Weekly Roundup
    Quote 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.
    Posted in: News & Announcements
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    posted a message on Diablo III Blog on Class Changes Coming, PTR Download Button Active On Launcher, Blue Posts, Curse Weekly Roundup
    Something else I thought of, they could be re-balancing Life on Hit / Lifesteal.

    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.
    Posted in: News & Announcements
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    posted a message on Diablo III Blog on Class Changes Coming, PTR Download Button Active On Launcher, Blue Posts, Curse Weekly Roundup
    I suspect there will be a revamp of how monster or player damage is calculated.

    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.
    Posted in: News & Announcements
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    posted a message on Salvage or sell?
    Look at the unit price of what you get from selling the crafting materials on the AH -15%. If that is more than what you can sell an item for, then do it. There will be a specific vendor price that makes salvaging the better option (say, 700 gold)

    However, I suspect the margins would be so small (and the added time of Auction Housing) that it would be more beneficial just to instasell everything, and spend those extra few on the auction house killing a few more monsters and getting some added gold drops.
    Posted in: Diablo III General Discussion
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    posted a message on 1.0.4 vs 1.0.5 skills/runes distribution
    Ideally, you would want every skill (and potentially every rune) to have an equal amount of use. This shows this is clearly not the case, and there are skills which are deemed a necessity (War Cry for Barbarians)
    Posted in: Theorycrafting and Analysis
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    posted a message on Adding Sockets?
    Ignoring the complete imbalance of socketed weapons/helmets, you have another issue. Other items with sockets (Shields, Rings, Chest, Pants) only get filled by 2 different gem types. The ones that boost your characters primary stat, and amythests for vitality. You never see a barbarian with an Emerald or Topaz in their socketed armor, or a DH with a ruby in anything other than their helm for paragon levelling.

    This might be what the developers want, but there simply isn't enough variety in what to put in armor sockets.
    Posted in: Diablo III General Discussion
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    posted a message on Disintegrate's Cost/Odd Behavior
    Don't forget you can also get the bonus Arcane Power/second regen from the Enchantress.

    Simplify it.

    Normally, it costs 20AP per second, and you are regaining 10AP/second. Every second, you lose 10AP, so you should be able to hold it for 10 seconds normally.

    If you have 1.00 Attacks per second, and disintegrate costs 15AP per second, and you are regaining 10AP/second, you are only burning 5AP every second. Then with a base of 115 AP, you'll be able to keep it going for 23 seconds. Your ring with -5 Cost, and +15 Max increases the duration by 13 seconds. If you were to have the Enchantress bonus of 0.5AP/second, you'd only be burning 4.5AP every second, meaning you could keep it up for 25.5 seconds.

    If the ticks are related to attack speed as you suggest, you'll be able to keep it active for a very long time.
    Posted in: Theorycrafting and Analysis
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    posted a message on Gem Costs vs AH Pricing
    Quote from rickthetwinkie

    It's probably a combination of not thinking or simply "I don't need this gem anymore and I need a quick infusion of cash, so I'm going to sell it below cost to get it quickly".
    This. Alternatively, people find some recipes, decide to craft their gems because they've got 100's waiting around in their stash and want to use them for something.

    Now, the Hardcore AH, that's another matter entirely. Flawless Square Rubies going for 5,700, whilst Flawless Square Amythests go for 50,000 +
    Posted in: Theorycrafting and Analysis
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    posted a message on Name your top 3 issues with the game
    1. More balance. As it stands, there are only 2 preferences for gems in weapons end game, and that is emeralds and amythests for Crit Damage and Life on Hit. (Making Rubies a +% damage instead of a fixed value, and making topaz's worth something) In addition to this, nerfing the effects of gems in weapons overall. Also, additional balancing of skills such that there is an incentive to use them. Furthermore, balancing life-steal and life on hit.

    2. Fix the loot system. As it stands, a weapon without a socket is substantially weaker. There are too many potential affixes and too many potential ranges for these. The Random Number Game is just that, but the odds are stacked too heavily for getting items that are worthless. I would rather they increase the quality of yellows, and drop them less frequently, then have my inventory stacked with a load of useless stuff.

    3. Paragon levels shared across characters. Not necessarily the stat boosts, but at least the MF/GF. My main character has a Paragon level of 12, and even at this stage it seems counterintuitive to try progress any other characters in inferno, because my chances of getting great items are smaller.
    Posted in: Diablo III General Discussion
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    posted a message on Annoyed
    The problem people have is that when you pick up rares, there is no way to distinguish junk rares from great ones. You have an inventory full of yellows, and it takes about a minute to identify them all and you're just sitting there, right clicking away, knowing that 95%+ of what you get is junk.

    Yes, it makes it seem awesome when you find a legendary, only to find out after identifying it that it is also a load of junk.

    There are too many affixes which can roll on items, which nullify the chance of finding a good item. Weapons need either crit chance, or a socket, as well as one (or more) of the damage affixes along with mainstat/vit. Helmets need sockets, virtually every other piece of gear needs a high all-resistance roll along with armor/main stat/vit, and either crit chance or crit damage. Because you can get some absolute junk rares with no desirable stats (Extra HP from Health Globes, Increased pickup radius, gold find, etc) the number of rares you take a quick look at, and vendor straight away is so, so high.
    Posted in: Diablo III General Discussion
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