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    posted a message on "One of the Chosen" Feat of Strength
    FoS means absolutly nothing, except what they say. This player was a beta tester. It's no way a matter for merit.
    Posted in: Diablo III General Discussion
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    posted a message on Monk's Defensive Passives
    Overall I think there are four main "paradigm" for the monk survivability boost which one with it's own strengths and weakness.

    Dodge: The Monk has several ways to boosts his Dodge. It works almost like common Armor once in Diablo 3 Dodge works normaly against magical attacks. The real difference is that dodge has inherent variability. Take for exemple an Barbarian with 50% damage reduction from Armor and an monk with 50% Dodge. In terms of expected damage taken both classes are equal. however the barbarian allways take half the monster's damage while the monk ignore the damage 1/2 of the time and take the full damage in the other cases.
    This is really important difference in terms of gameplay. The "dodge monk" health bar will be really volatile: it stays full until it suddenly drops while the Barbarian's one drops more constantly. This volatility are dangerous: you have less time to drink potions, grab health globes and use defensive abilities. Also some hits that can be endure after the damage reduction but not without it will allways be handled by the barbarian but the monk has a set chance to simply die.
    However volatility have it's advantages too. Against really, really strong attacks a small chance to ignore is better then anything. Imagine an attack that will kill the barbarian even after the 50% damage reduction - the barbarian will allways die from that blow. But the monk still have 50% chance to survive, no matter how strong the attack is.
    Since the first is much more common then the later I think pure damage reduction is better choice overall despite the small advantages of dogde. However dodge has the advantage of beign associated with offensive stats: (1) increasing dodge via DEX also gives your %damage; (2) you can increase dodge by stacking critical hit chance and picking the Sixth Sense passive; (3) the Backlash rune in Mantra of Evasion. For an pratical view of what I'm saying play Path of Exile.
    Because of that I picture the "dodge monk" being somewhat an balance character: stacking huge amounts of DEX and/or CHC and getting survivability while doing so.

    Damage Reduction: Concusion Creepling Wave + Resolve = 52% damage reduction debuff. Thats freaking huge number for something you get with one active, one rune and one passive. This is far better then the individual benefict you get via Dodge (comparing 1 passive + 1 rune + 1 active skill). And as I argued before, damage reduction has no variability.
    This combo has severe limitation through. You have to debuff enemies which means you have to attack first. As long as you have a fast weapon I think you can ensure the debuff against melee enemies but the problem persist against bosses (wich you can't face all the time) and ranged monsters.
    An alternative damage reduction combo is Slipstream Tempest Rush + Resolve. This combo gives you 43.75% damage reduction against monsters that you attack first and 25% against all other monsters as long as you channel tempest rush. This might be an good alternative to reach and kill ranged enemies.
    Damage Reduction has greater values and no variability but you need to play in very specific way in order to pull out your debuffs and might have hard time against bosses's special attacks.

    Heal:

    Mobility:

    Later i finiush my post...
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Inferno will be watered down(dont worry)
    If buying ammo and feeding pets is your vision of dificulty I hope D3 is very easy.
    Posted in: Diablo III General Discussion
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    posted a message on Free Teleport every 0.51s
    Imo that rune does not work as you put it.

    The cooldown will trigger 1.5 seconds after you cast the first teleport no matter how much times you cast it. So if you're using 1.5 APS weapon you will cast 3 teleports in an roll and wait for 16 until cats 3 teleports in an roll again.

    Thats how i see that rune. Casting unlimited amount of mobility skill is something D3 game design explicit avoid. Thats why i think this rune works that way, it more coherent with option mobility options.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Wizard is no longer the Glass Cannon!
    This is an joke, you're ignoring resource costs, how the resource behave and the AoE/range of skills.

    Cluster Arrow costs 50 hatred. A DH can only casts two. I know meteor costs 60, however Arcane Power comes back incredibly fast while hatred don't. This is also the reason why DH's hatred generators are so freaking strong, because he have to spam then much more commonly.

    The same works for zombie bears. 3 zombie bears and the WD's mana is done. And his mana takes quite a while to go back. Not to mention zombie charge is a incredibly slow spell and has very short range.

    If you want to compare DPS between skills of different classes, you gotta run a time similations including resource costs and regen, not simply compare DPS. In my spread sheet the character with biggest single target DPS is an wizard (ray of frost / spectral blades).

    also the reason why Wiz takes 20% more time to kill leoric is because you're using Arcane Orb, an spell that is not quite good to kill bosses. Do it with ray of frost, you will see you will get even faster times then other classes.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on OP WD Corpse Spiders runed Leaping Spiders Skill
    Quote from GladHeHasBeta

    Quote from italofoca

    Man you must be playing with 500 ping or something. Because hitting poison darts are pretty easy, i don't know what you're talking about. Unless Inferno monsters actually attempt to EVADE your abilities like a player would normally do, your arguments holds no merit. Anyone easilly have 99% accuracy with poison darts.
    again. your basing your argument off of NORMAL MODE just like him. your argument has zero merit because like i said what works in normal has nothing to do with what will work in inferno.

    I'm basing my arguments on theorycrafting + normal mode experience + information available about higher difficulties including inferno. You were saying spiders beat darts because of it's better hit likelyhood but theres no reason to believe hit likelyhood will change between difficulties.
    Unless you prove somehow monsters in inferno will evade your attacks like a player would normaly do, i don't think your arguments hold any truth.

    when they are obviously lacking strategic analysis. yes, i highly doubt he will get anywhere close with his way of thinking and inferno will be a nice wake up call for both of you apparently.
    You're the one lacking strategic analysis once you're the one not taking damage per second and spiders horrible behavior against multiple enemies in consideration while overvaluing the accuracy discrepance of two skills while one have 100% and the other have 95% or higher.
    Apparently you have secret analysis methods you refuse to share and submite to judgment by the community.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Health Orbs - Chinese Lanterns????
    They are blood vessels/orbs... there is some coagulated blood / organ vestige in the extreme parts. In an lore perpective, they are simply something that represents the fact that in sanctuary, killing heals your wounds (at least if you've nephalem powers awekened). Reading the lore background of all 4 health globes related skills gives this sort of insight:





    "We are all connected in life and in death. Partake of the spirits of the dead and flourish like the jungle that grows wild after the fire." —Shadewalker Zunimassa


    The Witch Doctor's one implies theres some connection between living and dead beigns. Maybe killing someone make it "release" some energy that belongs to living things and you, in your living condition, may absorb it. Taking those spirits also enhance your spiritual/mental condition, in Witch Doctor's case (that why he gets intelect bonus by grabing health globes).


    "When the sky bleeds, the crops grow tall. When our enemies bleed, we grow strong." —Chant of the Harvest


    The Barbarian one show much less knowlegde about this strange phenomenon, but it cleary says it happens. Killing heals and make you stronger... Chant of Harvest almost sounds like barbarians are harvests lives, not crops.


    "If it bleeds you can kill it. Kill this one slowly." —Greyscarr, Veteran Demon Hunter


    This Demon Hunter veteran are lecturing sadistic pratices when it's possible. Almost like you will get something back from killing.


    "It just doesn't sit right with me. Some of the things these so-called wizards do... They border on necromancy. Or worse! It's just not proper magic." —Venerable Sorcerer Fob Dunar


    This cleary shows wizards can DO something that is close to necromancy, at the eyes of this sorcerer. Gathering energy from the dead is what this skill do and what this Fob Dunar seens to be refering as "necromancy".

    I think Health Globes 've an background, as showed by those skills. Sanctuary is a entire world made of demon-angel hybrids, each one having hidden godlike powers. Gathering lifeforce from recent killed beigns is not the stragest thing in the context of this game. If you ask me, programming an giant stone to manipulate how the entire world behaves it's far more fantastical and bizarre.

    Sanctuary is a world with magic flowing in every corner, Diablo is a very fantastical story. It has some dark tones but still it's an very magical world, as much as Warcraft's Azeroth. Health Globes are certainly within context.
    Posted in: Diablo III General Discussion
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    posted a message on OP WD Corpse Spiders runed Leaping Spiders Skill
    Man you must be playing with 500 ping or something. Because hitting poison darts are pretty easy, i don't know what you're talking about. Unless Inferno monsters actually attempt to EVADE your abilities like a player would normally do, your arguments holds no merit. Anyone easilly have 99% accuracy with poison darts.

    And being "semi-homing" doesn't remotely compensates the fact that spiders have lower damage, have an delay before the damage fully triggers and the damage spread when theres multiple targets available, which is absolutly fucking horrible. The only situation were spiders are good is against bosses and against bosses Spliters Poison Darts are better in all possible ways.

    Maybe for PVP leaping spiders will be good for ticking out HP with high accuracy skill. But in PvE damage and other properties counts more then hittability.

    but sure man its cool ill let you think what you do and lulz when your wondering why your having so much trouble beating nightmare let alone getting close to the end-game.

    Funny how you assume another player can't beat the game.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Dyed Gear.
    +1 rep ! Nice work ! I hope you keep on !
    Posted in: Diablo III General Discussion
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    posted a message on false (badly worded) info in blue post and force vid about caster dmg
    Just because something scale indirectly with another thing doesn't mean it doesn't scale.
    Posted in: Diablo III General Discussion
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