The rebalancing was necessary. Acts 2-4 inferno weren't really that fun and that's the yardstick of success imo.
Coop was difficult in inferno act 2-4. Not everyone has furbished gear. Hell was still tolerable but once you took that step into inferno, especially act 2+, what was previously safe for a wiz (2-3 hits to die with force armor), became a one shot death as damage exceeded the low force armor treshold. The increased incoming damage really encouraged defensive builds which became increasingly hard to maintain as more players joined. In a 4 player game, a player who could maintain a reasonable defensive build while solo might find it just isn't working. Not everyone has a 1k weapon in their hand either, the dps requirements to burst down elites before they used their enrage timer made it difficult to use coop as having allies just made it harder to meet the enrage timer. A rebalance is definately welcome to make inferno act 2-4 more fun.
The drop rate change really helps. Currently you can roll really powerful ilvl61 items in act 1 inferno that can help you steamroll act 2 but the probability is very low, so low that people are grinding act 1 and seeing limited results. It is more efficient to grind gold and buy upgrades than hope for a ilvl61 rare with 4-6 good affixes.
Item rebalancing is necessary as well. Currently any weapon, even an ilvl63 one, without at least 2 of the 4 dps mods will not be worth a damn. You need a huge +fixed dmg affix, +ias, +%dmg and +mainstat. Of all the 4, the mainstat is the lowest priority. Outside of your main weapon +ias and +crit (only with enough) far exceed the dps potential of +mainstat and +fixed dmg to the point where they are arguably necessary in an item because you wouldn't swap them out with any other affix.
I trust Blizzard to balance and change as needed to make this more fun. Currently I just farm act 1 inferno and raise alts because the rest of inferno just isn't fun.
- Tsukishima
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Member for 15 years, 7 months, and 14 days
Last active Wed, Jan, 23 2013 19:13:17
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Apr 20, 2012Tsukishima posted a message on Open Beta Weekend!From my experience, the installer isn't linear and some parts of the 100% take longer than others. I'd recommend to just leave it on.Posted in: News
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Apr 20, 2012Tsukishima posted a message on Open Beta Weekend!Congrats! I'm so happy for you all.Posted in: News
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Apr 16, 2012Tsukishima posted a message on Class Spotlight - The MonkThe holy trinity in a single class, if you want to be able to do literally anything this might be the class for you. Tank/DPS/Healer-support roles are all avaliable.Posted in: News
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Aug 30, 2011Tsukishima posted a message on Diablo 3 Beta: What to ExpectTo add on to the graphic benchmark test. Would like to see what are the different graphic settings (like SC2's low to ultra) and what hardware is needed to hit 60fps. If you don't have that many different hardware profiles to switch around, a benchmark of fps with your current system on different settings over a modest period of time will really be useful.Posted in: News
D3 might be Nvidia friendly, ATI friendly or even processor friendly.... -
Aug 2, 2011Tsukishima posted a message on The Auction House ExplainedEconsfag here. Take it from someone who spent too many years studying Econs, that Blizzard is hitting some serious platinum in this idea.Posted in: News
Gold. Resource generated by D3. Tradable for money.
Money. Resource generated by the banks. Tradable for gold.
They are going to create a system by which the virtual goods (gold, items, etc) generated by D3 is given a money value.
1. Every item, gold piece or rune you find in D3 has an equivalent money value. You will earn real money when you play D3!
2. Due to arbitrage and the gold/money exchange rate, they will be able to generate a stable market. The central bank has tricks they can pull if there's too much or too little money, Blizzard has tricks they can pull if there's too much or too little gold too. They are gaining the powers of a central bank with respect to gold.
3. This is all going to be financed by people who put real money into RMT. These people, are going to be giving you money by financing this system. Previously they paid 3rd party sites, now they pay you.
TL;DR -- D3 lets you get richer when you play it and gives a stable economy for both gold or RMT trade.
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Premise 1: Damage per second of spells is equal for weapons of different speed.
Using 280% rune
Fast Weapon:
Base Damage:50
Frequency per tick: 0.5s
Spell Modifier: 280%
Damage per tick: 50 x 280% = 140
Actual per second: 140 x 2 = 280
Slow Weapon:
Base Damage: 100
Frequency per tick: 1s
Spell Modifier: 280%
Damage per tick: 100 x 280% = 280
Actual per second = 280
Conculsion: DPS of slow weapon is equal to DPS of fast weapon assuming same rune combinations.
Premise 2: Damage per arcane power point is different for weapons of different speed
Using 280% rune
Fast Weapon:
Base Arcane Cost per tick = 20
Frequency per tick: 0.5s
Arcane cost per second: 20 x 2 = 40
Damage per second (from above) = 280
Damage per arcane power point = 280 / 40 = 7
Slow Weapon:
Base Arcane Cost per tick = 20
Frequency per tick: 1s
Arcane cost per second: 20
Damage per second (from above) = 280
Damage per arcane power point = 280 / 20 = 14
Conclusion: Damage per arcane power point is higher for slower weapons
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Based on the above, I propose that weapon speed does not affect DPS or burst. It only affects the arcane power cost of your spells and by extension the amount of damage you get for each arcane power point spent. Being able to sustain or cast for longer periods is an advantage but for an equal period of time neither burst nor DPS is different.
Premise 3: Weapon speed affects how long you can cast before you run out of resource but does not increase DPS assuming an equal duration
Fast Weapon:
Base Arcane Cost per tick = 20
Frequency per tick: 0.5s
Arcane cost per second: 20 x 2 = 40
Damage per second (from above) = 280
Max duration at 100 arcane power assuming 10 regn = 3s
Total Damage at end of 3s = 280x3 = 840
Slow Weapon:
Base Arcane Cost per tick = 20
Frequency per tick: 1s
Arcane cost per second: 20
Damage per second (from above) = 280
Max duration at 100 arcane power assuming 10 regn = 10s
Total damage at 3s = 280x3 = 840
Total damage at 10s = 280x3 = 2800
Conculsion: You get to cast longer (10s vs 3s) if you're on a slow weapon and will have a higher cumulative damage, all other factors held constant, however you do not do higher DPS. The DPS at the 3s mark is equal.
Edit: Correct typos
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I am unable to comprehend/understand. Feel free to insult my intelligence but please do humour me.
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Why do you use 280% for weapon A and 215% for weapon B?
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Of course you will use your internet for more than just D3. It is still worth keeping track of your data usage patterns using whatever utility your ISP provides.
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Magic Missile may not be popular but it is the best single target signature spell with range. The other 3 either have less range or less total damage.
Energy twister is a fire and forget arcane dump. The unstable damage is why the dmg/6sec is pretty high.
All the armor spells have their little niche.
Slow time is one of the best defenses against ranged attacks
Power hungry is valued for very arcane power hungry builds and unstable anomaly equally useful for builds with a higher premium on safety.
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I've always loved the wizard even before the skills were announced. But the beta experience let me feel her as a very versatile caster with a strong mix of control and power depending on your style. With the proper mix of skills, she can take more hits then a monk, or kite better than a DH.
She doesn't need to be popular. The lesser wizards out there, the lower the demand and the cheaper her orbs will be on the AH.
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Can't ask this question on battle.net forum even though i've a closed beta account. Apparently cos my WOW account has lapsed for ages.
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