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    posted a message on Enchant advice for ancient IK Weapon

    Use a calculator to determine what's better to roll, damage range or 10% dmg (i think 10% dmg is better in this case).


    If you are short on gifs then don't use one on this weapon. If not then just use and reroll, who gives a shit.


    IK weapon might become more useful after the 2.2 patch but that could only come in a few months from now so...

    Posted in: Barbarian: Bastion's Keep
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    posted a message on New Demon Hunter set broken out of its mind?

    Pretty sure it worked based on current disc in the Blizzcon build However, i do see them changing that because it totally discourages the use of disc skills and could lead into "unwanted" style of gameplay from the dev's point of view.


    Good job on the calculations and all but i think it's a tad bit too early for this level of in depth analysis because as others have pointed out, all of the specifics are subject to change and imo the probability that this set will be significantly different than what it was when it was first shown at Blizzcon is very high.

    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Lamentation - Rend Question: What's the best rune to use to maximize Rend DPS?

    I tested Mutilate and from what i've seen, it does increase the bonus damage taken of mobs from 10% to 20% from all sources. Pretty sure it works the same for Lacerate as well but not sure about Blood bath (probably not?).

    Posted in: Barbarian: Bastion's Keep
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    posted a message on Stacking Ramaladni's Gifts - As if!

    The only reason i don't have many gifts is because i keep using them.


    Every once in a while i find a weapon for one of my classes that justifies a gift so i just use it. I always have ~7-9 gifts in stash and i try to stay like that. I guess the addition of gifts stacking is welcome but not that important for me personally.

    Posted in: Diablo III General Discussion
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    posted a message on (L) Furnace vs (AL) Madawc's Sorrow

    They really need to change that crappy legendary affix on Madwac's sorrow...

    Posted in: Barbarian: Bastion's Keep
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    posted a message on Why do people do full clears on regular Rifts?

    It's a matter of preference.


    I prefer to do full clears because i don't need trial keys and i usually don't have a million t6 rift keys. Also, i find full clears to be a lot more profitable in terms of legendaries per hour even though i'm usually very lucky with kadala... But one blood thief can pretty much count for like 4 rifts that you close so not exploring the rift can be a waste imo...

    Posted in: Diablo III General Discussion
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    posted a message on Non-dying enemies in GRIFTS.

    Yep, used to happen every now and then pre 2.1.2... Since the patch i did not encounter this issue. I guess the bug is still active.

    Posted in: Diablo III General Discussion
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    posted a message on Physical Cluster - The Ultimate Solo DH Build + Math + Video (Tier 52)
    Quote from timoseewho»

    Quote from Euphytose»
    tl;dr you changed the rune of one spell from cold to physical.
    i kind of feel the same.. but he still crunched the numbers, so i'll give him that
    also, his achievements don't lie:D
    Also using hexing pants, and Taeguk, and stutter stepping all the time. Those are huge changes from the standard cold build. Euphytose's comment is retarded.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on How Does Each Class Feel?
    I think it depends on the build that you are aiming at and eventually running, rather than the class itself. Sure, on wizard there's only one build (with some variations) but on other classes like the WD for an example, there are at least 2 viable builds that can get you over GR 40. One is the Jade doctor which is arguably the hardest build to play in the game because you need to time your abilities in a way that you always use them efficiently, and if you fuck up it could mean that you just wasted a cooldown and would have to wait for a few seconds before you can do anything again. Then there's the Carnevil build which is totally different - kind of resembles the DH in playstyle but your sentries are mobile and shoot at the exact spot of where you are aiming. It also involves less resource management but more focus on positioning and knowing how to "play" with the fetishes in the right way.

    On barb there's basically one end game build which is the FC barb (using the Raekor set). Raekor barbs move very rapidly and can clear rifts really fast. You will be basically jumping from pack to pack, watching everythign explode infront of you or die from dots behind you. It's quite an easy playstyle but does require some accuracy with the charges. Raekor barb lacks single target damage though so it can take minutes to kill an RG over 40. Last night it took me 7 minutes to kill Perendi on GR 45 (with a few deaths mind you) but i still got the clear. It's just funny to spawn the RG after like 7 minutes and then fight him fro another 7 minutes. There is also the lightning ww build but that's really just for solo T6 and lower GR.

    On crusaders there are a few viable builds; Condemn crusader, Stampede, Shotgun, and zdps. Condemn is awesome for T6 speed farming, stampede can be good for solo GR, Shotgun is kind of outdated but still works for t6 and mid gr, zdps is an awesome spec where you play a support crusader in groups for doing trials or greatier rifts.

    Monk is at a good position at the moment where you can experiment with wave of light, cyclone strike and tempest rush. All viable specs in T6 but in solo GR you would probably only go for the WOL build with the lightning pillar rune. If you use Tzo krin's gaze you are like a ranged caster that only goes close to monsters when he wants to apply the exploding palm debuff. You can cast your pillars from afar and it really plays like some sort of a wizard imo just with awesome monk skills like dashing strike, exploding palm, mantras, etc... Without the Tzo krin you can go for the melee variation which is really nice imo. tempest rush monk is a very fast playstyle, you can run the "conduit build" and basically melt T6 solo while on the move. Cyclone strike is very useful for groups that want efficiency; the most noteable use of it atm is in groups running low level gr (~36) where the monk pulls everything for the barb to explode.

    Even on demon hunters there is an alternative for Marauder's with a completely different playstyle that involves vaulting around like a maniac using the Danetta's set and casting rain of vengance on everything. It's a good change of pace from the standard M6 setup but it doesn't compete with it on high gr or antyhing, It's mainly for T6 and mainly for solo.
    Posted in: Diablo III General Discussion
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    posted a message on % sentry damage on gear help spenders?
    Quote from bozocv»
    Just to add I made Excel spreadsheet for sentry damage clculation before patch. What I did was: record game play and play it over and over again 100 times. Then I get same numbers I see in video in my excel calculator. That was my main source of information. I spent about one week to figure out what type of buffs are additive and multiplicative. So I think I have good knowledge about basic game mechanics. How much time did you spent on research?


    I can't say i spent time on research so to speak but i read forums and discuss with friends. I also play all classes so i'm not the most knowledgable in one specific class (especially not the dh). But that has nothing to do with this. I am telling you that you get 0 hatred issues in trials with a 0dog in group if done right. I tried it and it works, tell me i'm wrong now?


    Quote from Alka»
    With 1 sentry up you have 200%, when it is 5 you have 600%, with 15% sentry damage you have 500*1.15+100= 675% damage

    I wrote: "One sentry is out, it increases your damage by 100%. 5 sentries out, they increase your damage by 500%." and it's the exact same thing. The damage increment is 500%.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on % sentry damage on gear help spenders?
    Quote from bozocv»
    @Jamoose So you say when you increase 100% damage with 500% you still get 500%? Explain how. You cant explain that. I used example where you buff 0% damage by 500% just to show you that you are wrong. I talked about gear for GR and not for trials if that is not obvious then I don't know what is.


    [quote]This "With crusader AS buff and WD AS buff there is basicly no difference between AS weapon or no AS weapon" is simply wrong. Where do you get that information from? And no, in trials with 0dog you don't run out of hatred and no elite damage in trials is useless. 0dog does not spawn more or less globes when fighting an RG so no, that's not true. the stat priority between ias, ad, ed, rcr on wepaon / gloves or whatever, is different for various setups. For 2 players (wd + dh) i found that you still need quite a lot of rcr. For 4 player groups (wd+crus+2dh) you can totally give up on rcr and rely only on the health globes. For any other setup that doesn't involve 0dog, you want as much rcr as possible.

    My information comes from actual game play. Iam top 30 DH EU right now and I have compleated 56 in 4 man. It looks to me I know what I am doing. If you did not know you dont use WD for trials. You go there with 2 crusaders one for globes one for damage buff. In that setup we where able to get GR 58 key. And yes we still lack globes almost each trials run. 0dog WD can spawn globes fast if he is using legacy mojo and almost noone has that. Elite damage for trials is useless agreed but I did not talk about trials. Crusader spawns more globes if there are more monsters and RG is single target. 0dog WD does not spawn globes in GR. I did not read rest of the post because so far you dont use valid arguments.

    ------------

    One sentry is out, it increases your damage by 100%. 5 sentries out, they increase your damage by 500%.

    "almost no one has that" is irrelevant, i was talking about a specific setup and with that setup, you don't run out of hatred in trials, period. I tried it, i got high keys with it and i also tried non 0dog trials and also got high keys with it. 58 was highest without 0dog iirc... didn't do enough trials with 0dog to see if we can break 58 tbh.

    This: "0dog WD does not spawn globes in GR" is simply false.

    My arguments are 100% valid and i'm talking from self experience. I am not top whatever in solo but i do have high gr clears in groups and on most classes over 40 in solo. Anyway "if you did not know" you can use wd in trials.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on [Competition] Normal speed bounties!
    Quote from ChangBooster»
    Hi DiabloFans,



    Is this thing still going on? My clan leader, Jaetch, brought this to my attention a few weeks ago. I finally got around to giving it a go.



    Wizard

    52 seconds

    https://www.youtube.com/watch?v=CClNDKjJoF4



    Also, first post!
    Yes! Thanks for showing a solid Aether walker build. That cosmic strand is awesome. That's exactly what i want to run when S1 ends, gotta get an ancient Aether walker though :P
    Posted in: Diablo III General Discussion
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    posted a message on I want so much, but i dont have the space...
    They should really make a small portal in every town that when you step into it, it teleports you out of the game but technically you are still in the same game so you don't need to start or resume game again. While in that portal, the character selection menu will come up and you could change characters on the fly while still in game. Also, they really need to either increase stash space overall or just add a single stash tab that will be unique for every character you have. Just something that would solve the fucked up hassle of checking on your mules for lost items and salcaging potentially awesome items just because you are running out of space.



    If the character selection screen is hard coded somehow then seriously, we are screwed. I remember a blue post stating that there are certain elements in the game that are hard coded like the in game UI for an example (the skill barb and all that) and that it would take a tremendous developing effort to change said elements. I don't know how true that statement is but it makes you wonder if we would ever get some of the QOL changes people have been asking for, for ages now.
    Posted in: Diablo III General Discussion
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    posted a message on % sentry damage on gear help spenders?
    Quote from bozocv»
    @Jamoose

    "Pretty sure that's not how it works. With 5 sentries out, your damage is boosted by 500%, that's it. You don't deal 100% damage + 500%... You deal 500% of your original damage. Attack speed is the best roll on weapons and gloves when you have a 0dog wd in group and you are doing trials or 4p with a crusader too that can consistently pickup health globes."

    I am pretty sure you are wrong.
    If you have 0 sentries out you can still fire and do damage that's 100% damage (original damage) I am talking about. For every active sentry you get 100% increased damage. For 5 it is 500% increased damage. If you increase 0 damage by 500% you still get 0. You are increasing your original damage that 100% that I talked about. The only possible question you could have is if that 500% is added or multiplied to/with 100% original damage and I am pretty sure it is additive if it was multiplicative it would be too much.

    Now lets take a look at sentry damage. Marauder set increase damage only for your own shots. Sentry shots are not buffed by marauder set bonus so each sentry will fire at 100% original damage unbuffed (you can buff that with %CA/%Sentry on gear but I don't talk about that now). Five sentry will shoot 5*100%=500%.

    So it is clear that you do more damage then sentries do.

    And about attack speed..... With crusader AS buff and WD AS buff there is basicly no difference between AS weapon or no AS weapon. Also with as many HP globes there you would still run out of hatred. When you use wolf all HP globes are gone for example. On boss you cant spawn that many globes anyway. Now difference between 18 shots *if you use RCR) and 15 shots (if you don't) ( 1 hatred pool, wolf and preparation) is: 15/18 = 0.8333 1-0.8333=0.16666 about 16%.

    Damage to elites is better on weapon then AS also.
    Still, i think that you are wrong. When you have 0 sentries out you deal 100% of your damage which is the normal damage you deal... You don't deal 0% damage, you deal 100% of your damage... If you take into account CA and sentry damage on gear, the CA benefits both you and the sentries, and sentry damage benefits only sentries, that's why, if the sentries are all shooting at one target, they will deal more damage than you are, to that specific target.

    This "With crusader AS buff and WD AS buff there is basicly no difference between AS weapon or no AS weapon" is simply wrong. Where do you get that information from? And no, in trials with 0dog you don't run out of hatred and no elite damage in trials is useless. 0dog does not spawn more or less globes when fighting an RG so no, that's not true. the stat priority between ias, ad, ed, rcr on wepaon / gloves or whatever, is different for various setups. For 2 players (wd + dh) i found that you still need quite a lot of rcr. For 4 player groups (wd+crus+2dh) you can totally give up on rcr and rely only on the health globes. For any other setup that doesn't involve 0dog, you want as much rcr as possible.
    Posted in: Demon Hunter: The Dreadlands
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