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    posted a message on +EP Skill damage question

    Hi all. Was gaming last night with one of my buddies (PS4) and he metnioned that some guys he has been playing with said that the +EP damage is only calculated for bleed damage and is therefore not applicable to the cold rune (which is the current meta).


    He did not say he believed it, he was just passing on the info. I have real doubts that it is true as people talk a lot of sh!t but thought I'd ask the question here.


    cheers

    Posted in: Monk: The Inner Sanctuary
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    posted a message on The "Help me Re-roll" Thread (Demon Hunter)

    Yes, I think Vit to AS is your best option. Annectdotally speaking, I have found stacking AS really works well for this build.

    Posted in: Demon Hunter: The Dreadlands
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    posted a message on The "Help me Re-roll" Thread (Demon Hunter)

    Very clearly you want to reroll the socket, to any number of possible stats. eg. +AS; +Elite Damage. Exactly what you choose to roll it to will depend partly on what stats you already have.


    It is just my opinion, but if you have no +Elite Damage on any of your other gear than that could be a good option. Of course +AS is never a bad thing. I've heard Area Damage is also a great option. Heck, if you are having survivability problems +1K Vit would not be bad either.


    anyway congrats on the bow, it is almost as good as mine :)

    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Diablo 3 console- Hacked items
    Quote from sponkey21»

    How is it ruining it for anyone though? I really don't get the butthurt over what others do with the game. Play how you want to play. I don't own a console, but if I did, this wouldn't bother me at ALL. So what if others want to cut to the endgame without the joy of finding new items. They miss out on the journey, and that is what they do with the game that they paid money for.

    To be honest, I agree with you. D3 requires *alot* of grinding. Plenty of people on my friends list dup to a certain degree, as it allows them to defeat the hours of rng grind that is inherent in the game. Time that many people just don't have. They don't run modded gear and enjoy pushing the limits of their characters in Greater Rifts just the same as fully legit players.
    However I do think it can be very risky for new players who don't know about hacked 10K players as they can find themselves getting massively boosted before they have even had a chance to decide how they want to play the game. It can ruin the experience for them before they ever really got started causing them to simply quit D3 for something else -I've seen it happen.
    What I'd like to see is the ability to "filter out" players who are (x) paragon levels higher (or for that matter lower) than you, so that they simply can't join your games, and you can't join theirs.
    Posted in: Diablo III General Discussion
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    posted a message on Please nerf healing monk

    I tend to agree with Grouchyy. I think the idea of a healing/support monk is fine, however I strongly suspect that this build variant was not something Blizzard had considered in terms of its utility and capability in groups, and likely does need to be tuned down slightly, as currently the amount of healing it brings to the table is extreme. In my own annecdotal evidence runs I've done with a Healing Monk yield significant advantages to the point where I'd be comfortable saying it feels like it is a required build if you are doing serious pushing.


    This feels somewhat deja vu re the tiki WD and Crusader perma blind builds, which we all know was what Blizzard was working hard to get away from. I don't think it is nearly as potent as those previous scenarios, but it is in the same basic ball park, in terms of creating a specific class that you really have to run with, if you want t push as high as possible. I don't personally see it as that big of a deal, but I do agree with the basic observation being made by the OP.

    Posted in: Diablo III General Discussion
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    posted a message on The "Help me Re-roll" Thread (Demon Hunter)
    Quote from CrayZ1430»

    Area Damage. Weapons roll to +24%. This is higher than anywhere else. If you are going to have it, you want it on your Weapon. But, you would need a GG one, but, you don't have that problem.



    Thanks. That is the one stat I had not seriously considered. I assume this is related to the fact that Area Damage has had a significant buff in patch 2.3? ps. damage range on this bow is almost max as well. it would be virtually impossible to roll a better one than this. (3605 dps with 7% AS)

    Posted in: Demon Hunter: The Dreadlands
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    posted a message on The "Help me Re-roll" Thread (Demon Hunter)

    Hi.


    I've rolled a god-like Yangs Recuve (+10 Damage; 1000 Dex; +50 rcr; +12 Disc). It also rolled Vit which I originally rerolled to AS but have just now rerolled to +Elite Damage.


    I figured that since i don't have this multiplier on any of my other gear it was a better option.


    I also wondered about rcr; vit or Life on Hit, it almost seems like you can't go too far wrong with whatever stat I roll here..


    Thoughts?

    Posted in: Demon Hunter: The Dreadlands
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    posted a message on PTR 2.3 Demon Hunter - Demon's Demise Explained (Video)

    DH isn't 'left in the dust' at all. Standard Nat's build is still SUPER strong and UE6 + Yangs is getting close, maybe even neck and neck with the right rift. It's just that the S4 weapon is garbage, but you can say the same about the barb weapon.

    Thanks for your analysis (as always). It is a shame the new weapon is rubbish. As much as I have to give kudos to Blizzard for this criminally addictive game I remain genuinely mystified as to how they can introduce new items that so clearly fail to offer viable utility apart from the pure novelty factor. Honestly, I can only conclude their vision and ambition significantly outstrips the available resource they have to properly implement their ideas.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Stash space

    It is probably not directly relevent to PC players, but I have observed that on (PS4) console, the size of the game save (which is stored locally rather than held on the cloud) is exactly the same size regardless of how many characters you have created or how much gear you have.


    Clearly, this indicates their data design uses a fixed template and layout, and I guess the easiest way to visualise it is that it is a large wardrobe with a number of different shaped drawers built into it, designed to hold specific type of gear. Whether those drawers have anything in them or not does not change the size wardrobe.


    It surprised me a little that they took this approach, though it does simplify things from a capacity planning pov. How much storage you need is a simply multiplication against the number of registered players. If they had taken a dynamic design approach (meaning unlimited storage is at least a theoretical possibility) casual players would probably end up requiring less storage (thus less cost) while hard core players would cost more. Annecdotally, it appears most people on forums like this have long since hit the limit, but only a full analysis of existing registered players would provide a clue as to whether a dynamic file structure would have been more efficient.


    Of course, the PC file structure may be different, but then again the console file structure, although held locally, can be backed up to the cloud, meaning it is still costing Sony storage space. This leads me to suspect that the basic system is likely to be the same. Having said all that, it is very likely they are using generic data compression techniques to further save on physical storage requirements.


    Anyway, when I noted the size of the save file was static and fixed, I knew right then that there was little or no chance that we would ever see an increase in stash space. In order to offer that, and maintain their fixed file design, the file size would go up for every single player of the game, and that would result in a huge increase in the damands for cloud based storage. I can guarantee you that Blizzard game designers have had many meetings about this with the bean-counters and get shot down everytime because of the underlying costs involved. sadly, they are a victim of their own original design constraints (and lack of foresight). My bet is they thought the size of the wardrobe they originally created was going to be more than enough to meet the needs of even hardcore players, which just goes to show how hard it is to crystal ball gaze into the future.

    Posted in: Diablo III General Discussion
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    posted a message on Patch 2.3 & Season 4 Release Date Prediction (Video)

    I have to admit I'm amazed that Reflect is still a serious problem (if not more so) than it already is in 2.2. To be honest, from what I had read I thought it was going to be 'fixed" to reflect back elemental damage of the same type that was being done to it, implying an immunity amulet would offer a viable solution to reflect damage -is this not the case?!?


    Also, just a random question in case anyone knows (since I'm on Console so am getting all my information second hand) has something been done with (1) Voracity (2) Cold Snap => two absolutely awful bosses when you are pushing 60+ Grifts, (without full lock down and/or immunity).

    Posted in: Diablo III General Discussion
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    posted a message on will 2.3 be out this month?

    Just my opinion but I don't think the new patch should be released until they are happy that it has been properly tuned on the PTR. based on the current outstanding issues I think there will be a delay as more time is needed. I'd rather wait longer so that they can get it right.

    Posted in: Diablo III General Discussion
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    posted a message on PTR 2.3 Demon Hunter - Fire UE Build (Video)

    Quote from Quidam67»

    I see the staples of BotT and Cull the Weak don't form a part of your build. Can you elaborate on your thoughts behind dropping these? I imagine with Bane of the Stricken around the corner, something will have to go..



    BoTT/CTW/Iceblink are used by tagging everything with EF/Focus. However, in a speed farm build you don't have time to tag every set of mobs, and EFF doesn't always tag everything anyway. You only want to use your generator once every 5 seconds to maintain the damage buff. The Snowball version with Krider uses Polar Station which is more reliable CC and debuff proc, but it's not for speed farming.


    I think for speed farming purposes you'll be seeing Stricken, Zei's, and something else - likely Powerful. BoTT is just not necessary for speed farming as it takes too long to set up the debuffs with a fire build, if that makes sense.


    EDIT: my longer term goal is to avoid the generator part altogether and just use the 50% buff on F/R (not the full 125%). On T7 I was able to 1 shot all trash and 2 shot all elites WITHOUT the 125% double buff. I think it may be possible with enough sheet damage on T10 as well.

    Sorry, I didn't pick up on the fact that the build was specifically about speedfarming, in that context, for sure I can see why you would drop them. btw, About polar Station for Krider (for solo runs) maybe this is not optimal, but I prefer running the cold multishot which means I can also run Marked for Death. Having said that, in 2.2 the krdier slowball build just does not work for me if I'm running solo, although i guess if you got the perfect mob types it could probably still yield very high clear potential.


    Anyway, I guess this means you are not ready yet to offer a view on a higher end build in terms of gems? In group play BotT/CTW can stay as normally I have zdps chars proccing them for me. With Bane of the Stricken coming into the mix I'm thinking that will become the new "3rd gem" with BotT and Zeis remaining as the top choices..

    Posted in: Demon Hunter: The Dreadlands
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    posted a message on PTR 2.3 Demon Hunter - Fire UE Build (Video)

    I see the staples of BotT and Cull the Weak don't form a part of your build. Can you elaborate on your thoughts behind dropping these? I imagine with Bane of the Stricken around the corner, something will have to go..

    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Kanai's Cube. Can old/existing legendaries be broken down?

    Hi.


    someone told me existing legs will not be able to be broken down in this cube. they have to be from drops that happen after the patch goes live. This sounds like a dubious claim to me but thought I'd check here in case anyone can confirm/deny.


    The reason I'm asking is at the moment I'm collecting sub-standard versions of legs (with bad rolls) with the intention of extracting their affixes when the patch goes live.

    cheers

    Posted in: Diablo III General Discussion
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    posted a message on Greater Rift selection for multiplayer?

    Hi all. The PTR notes seem pretty clear in relation to single player, but seem a bit ambigous in terms of multiplayer.


    ie. I am currently interpreting the notes to mean that if you beat GR 62 in a 2 man team, then you could play up to GR63 in 2 man. Does this sound right? If not, I'd appreciate if someone can clarify how it works. As I'm on console, I won't be using this until it goes live.

    cheers

    Posted in: Diablo III General Discussion
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