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    posted a message on Shoulders and Bracers for Zuni

    Hey Guys,


    So we don't have any specialized shoulders or bracers for Zuni, I normally just use Aughild's sadly. Are most people using Lakumba's with armor rune on Soul Harvest?


    Here are some thoughts I had.


    Shoulders - Fetish Army gains the effect of all runes.

    • That gives us 5 basic fetishes + 3 more dagger fetishes + 2 fire breathers + 2 dart shooters.
    • Also the 90 second cooldown, and cold damage on summon.
    • The extra fetishes dont do much for our DPS really, but they do help us with damage mitigation which we need with Zuni (at least I need it). If I am not mistaken, the calculation for Zuni 4 pc damage reduction is (1 - 0.97^x) where x equals number of fetishes. So current max fetish count (15 sycophants + 8 dagger fetish = 23) give us (1 - 0.97^23 = 50.4% dmg reduction. If we were able to get fetish count up to (15 sycophants + 8 dagger + 2 fire breather + 2 dart shooter = 27), would give us (1 - 0.97^27 = 56.1%). Not drastically better, but does help.
    • The cooldown to 90s doesnt really do anything since Zuni 2 pc already reduces 80%. I'm not sure if anyone really makes use of that feature currently, except maybe to resummon for better positioning. But if we also had the cold damage on summon rune, it would be more valuable to resummon them more often. And we would be summoning (5 base fetish + 3 extra dagger + 2 fire breather + 2 dart shooters = 12 total), at 680% damage per fetish, which makes it a lot more attractive. As long as that summon damage would receive all the same multipliers as the living fetishes get, including Zuni 6 pc bonus. With Starmetal Kukri you could be resummoning all the time.
    • For the above strategy to be useful, we would need to be able to summon at cursor location. I'm not sure but I think right now they summon at player location.
    • Also I'm not sure if the Zuni 4 pc damage reduction would "drop" momentarily while we are resummoning though.

    Bracers - Gain 1,500 - 2,000 Life every time a pet/fetish deals damage

    • Help with survivability.
    • If we left it at fetish damage only, then it would be 27 fetishes (assumes shoulders above) x 1.25 fetish attacks per second x [1500 - 2000] = 50,625 - 67,500 life per second. Assuming all fetishes are attacking and not standing around or blocked by environment.
    • If we opened it up to all pets then you could have a maximum of [27 fetishes @ 1.25 attacks per second] + [6 dogs @ 1.0 attacks per second] + [3 gargs @ 0.71 attacks per second] = 41.88 total pet attacks per second x [1500 - 2000] = 62,820 - 83,760 Life per second.
    • This assumes not using Big Bad Voodoo, which I think does increase pet attack speed, not just damage.
    • So the Life per Second for the all pets version is close in range to the Coils of the First Spider healing rate. But I think the Staff of Chiroptera doubles that healing rate since it doubles Firebats attack speed.

    What do you guys think? Would the extra Fetish runes and healing from pets be kind of useless for Zuni set?


    Thanks

    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Idea for additional Paragon functionality

    Good points guys. So maybe if we treated it like the cube and you only get ONE extra rune effect for each skill. Maybe between 150 to 200 Paragon for each awarded extra rune.


    But like you mentioned, there could still be mechanics conflicts with various combinations.


    Maybe with enough playtesting, those conflicting combinations just wouldnt be selectable from the UI, grayed out or something.

    Posted in: Diablo III General Discussion
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    posted a message on Idea for additional Paragon functionality

    In the various discussions for possible improvements to Paragon, some have put forth a skill tree concept to strengthen selected skills. Flat damage bonus or otherwise.


    I was thinking about a system to activate additional skill runes at various Paragon levels. Lets say at every 100 Paragon level.

    It doesnt cost any paragon points, just simply allows you to select an additional rune effect for any currently equipped skill.


    The equipped skill/rune on your skill bar would be the primary, for determining element type. Just like the existing system for items that give all rune effects of a skill. So the UI for selecting additional runes would have to be part of the Paragon UI, so it stays separate from the Skill UI.


    You could allocate the additional runes however you like, you dont have to evenly distribute between all skills. So for WD, if you are running Zuni set and want all the fetish army runes you could have 8 dagger fetishes + 2 tiki torchers + 2 blowdart head hunters = 12 fetish. Plus 15 from Sycophants belt or passive. 27 total fetishes for a healthy damage reduction from Zuni 4 pc bonus. Might be a little overpowered in that example.


    So assuming you have no items that give additional rune effects, at 2400 Paragon you could activate all rune effects for all your equipped skills.


    Do you think there are any skills where it would be totally broken to have all rune effects active?

    Posted in: Diablo III General Discussion
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    posted a message on How to disincentivize botters?

    Hey all. With the recent much needed ban waves, and S6 right around the corner, I wonder if we will still see the same level of botting despite the threat of bans?


    I wonder if there is a way to make botting less attractive through means other than threat of bans? Lets consider what a botter aims to achieve through their activities:


    • Farming XP
    • Farming mats and deaths breath (DB)
    • Farming bounty mats? (not sure if this is true)
    • Farming GR keys
    • Farming gold
    • All achieved through persistent in-game time while afk

    In the subject of Operant Conditioning (used in animal training), you can influence behavior by 1) giving/removing something that is desired, or 2) giving/removing something that is unwanted. Is there a way to design a game system which makes playing fairly more rewarding/efficient, and botting least rewarding/efficient? We know that botters are looking for maximum efficiency in a sense. The behavior we want to change, is an account staying active for upwards of 24 hours a day.


    At the same time, the system should not punish legitimate players who want to grind for a long weekend or on a day off from work.


    Considering a system based on Positive Reinforcement, I was thinking about a global boost similar to what we see on PTR for legendary drop rates. But instead of extreme drop rates, it would be a scaling boost for xp and gold, chance for extra mats, DB, and bounty mats. While offline, the boost would "charge" up to some maximum amount. Then while a player is logged in and making use of the boost, its effects would slowly diminish, until the player logs back out allowing it to recharge. The drawbacks I could see with this system is that it could possibly still be more efficient to be always online, even with the boost diminished. Or botters could possibly automate log-in / log-out cycles to maximize the boost effect. Also, it would provide a higher reward to legitimate players who log in occasionally, than those who play legitimately for long duration.


    A Negative Reinforcement system would be similar to above, except the boost would be changed to a scaling de-buff, drastically reducing xp, gold, and mat drops over long periods of log in time. While offline, the de-buff would diminish. From a game design perspective this would be much less desirable. You never want to punish the player for playing the game. A possible remedy would be a player activity confirmation system, but that would get extremely annoying for legitimate players, and could only be implemented in town where it is safe. Plus, botters could possibly find a way to automate responses to such a system. The last thing we want is Captcha while playing Diablo.


    Are there perhaps activities that legitimate players routinely perform that botters wouldn't necessarily because it slows their efficiency? Maybe using Kadala, or salvaging gear, etc? Just speculating on different metrics for estimating legit player versus bot.


    Do you guys have any other ideas for game systems which would make botting worthless while not impacting legit players who play for long duration?

    Posted in: Diablo III General Discussion
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    posted a message on Idea for Gargantuan

    Hey everybody, I had some ideas for the Gargantuan skill.


    Right now, WD is the only class without a "transformation" skill. Barb--WotB, Wiz--Archon, Crus--Akarat, Monk--Epiphany, DH--Vengeance.


    What if Garg was changed from a summon pet to our transform skill (CC immunity, 15 to 20 seconds duration, with 90 or 120 sec cooldown)? Right now, only Archon changes the skills on your bar during transform, maybe Garg should also? But it needs to still work with Helltooth set, so maybe transforming changes only left mouse button, right mouse button, and skill 1. But if you equip skill 2, skill 3, and skill 4 using the skills called out in the Helltooth bonuses, then they stay on your bar when you transform? Otherwise they are empty slots like Archon. This way we can still cast wall of death and other buffed Helltooth skills while in Garg.


    Archon default skills are a small radius melee AOE skill, channeled piercing beam, and medium radius point blank AOE. We should have something similar for the Garg 3 default skills. For the melee skill, maybe use the Wrathful Protector rune with knock up effect. For the "beam" skill, maybe have the Garg spit/barf out a long line of poison that stays on the ground and corrodes over a certain duration (can stack with multiple lines of poison). For the point blank AOE, maybe a larger radius cleave attack, or a ground slam that damages and briefly stuns within a radius?


    As for the existing skill runes. Restless Giant can give the move speed and attack speed and damage buff for the duration of the transform, regardless of Elites being nearby. Big Stinker can stay but with a damage buff and maybe larger radius. Then we probably need a cooldown reduction rune. Damage reduction rune. 5th rune, not sure, maybe flat damage buff or resource generation?


    For Short Mans Finger ring, when you transform, 2 other copies follow you and attack with you. For Midnight Feast passive, your damage is increased by 50% while in Garg form (maybe too strong?). Tribal Rites and Grave Injustice will help you keep Garg up 100% possibly.


    Ideally would want to have a legendary item that gives all runes of Garg.


    What do you guys think? Garbage idea?

    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Channel Wizard is now viable? Omgwtfbbq

    I'm not sure which skills have the most broken proc coefficients (maybe monk skills?), but they should change Rimeheart to 5% chance on hit to enemies that are chilled, instead of frozen. We can keep up chill effect indefinitely, so maybe reducing to 5% chance is a fair trade?

    Posted in: Diablo III General Discussion
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    posted a message on Idea: Merge Crit Chance and Crit Damage into single stat

    I was thinking about a concept of merging Crit Chance and Crit Damage into a single stat (lets call Crit Rating), which would increase both values simultaneously, and would open up an affix slot on gear for other valuable stats.


    Normally, we want to increase both values at a ratio of 0.1% Crit Chance to every 1.0% Crit Damage. Crit Rating would increase these stats at the same ratio.


    Crit Rating would have diminishing returns relative to character level [Crit Rating / Char Level = %Crit Chance & 10x %Crit Damage].

    Example @ Lvl 60: 300 Crit Rating >> [300/60 = 5] >> [+5% Crit Chance & +50% Crit Damage]

    Example @ Lvl 70: 300 Crit Rating >> [300/70 = 4.29] >> [+4.29% Crit Chance & +42.86% Crit Damage]


    Abilities and Passives would still be able to raise Crit Chance or Crit Damage separately, but for gear we would have a unified Crit Rating to raise both.

    Emerald Gem would also be converted to Crit Rating rather than just Crit Damage.


    We want the net effective DPS increase to be the same between both systems. Some items roll both Crit Chance and Crit Damage, but some items only roll Crit Chance. Also, the ratio of Crit Chance to Crit Damage on these items is not always 0.1% to 1.0%.


    Considering Level 70 Rare items max rolls, 1-hand socket weapon with off-hand, and excluding Legendary items with guaranteed Crit Chance or Crit Damage Rolls:


    Slot................Crit Chance.........Crit Damage

    Amulet.......... 10%.................... 100%

    Bracer........... 6%...................... 0%

    Gloves.......... 10%.................... 50%

    Helmet........... 6%..................... 0%

    Ring 1........... 6%..................... 50%

    Ring 2........... 6%..................... 50%

    Off Hand....... 10%................... 0%

    Emerald........ 0%.................... 130%

    ============================

    Sum............. 54%................... 380%


    Effective DPS Increase = 1 + Crit Chance * Crit Damage = 1 + 0.54 * 3.80 = 3.052 multiplier.


    We want to estimate a corresponding Crit Rating for each item slot to give us a similar effective DPS increase. Still assuming the level 70 Rare items above, we will calculate a corresponding Crit Rating for each slot as (70*Crit Chance + 7*Crit Damage)/2. Then calculate the corresponding new Crit Chance and Crit Damage increase from that Crit Rating


    Slot................Crit Chance.........Crit Damage..........Crit Rating..........new Crit Chance...........new Crit Damage

    Amulet.......... 10%.................... 100%.....................700.....................10%..............................100%

    Bracer........... 6%...................... 0%.........................210......................3%...............................30%

    Gloves.......... 10%.................... 50%.......................525......................7.5%.............................75%

    Helmet........... 6%..................... 0%..........................210.....................3%.................................30%

    Ring 1........... 6%..................... 50%........................385......................5.5%.............................55%

    Ring 2........... 6%..................... 50%........................385......................5.5%.............................55%

    Off Hand....... 10%................... 0%...........................350......................5%................................50%

    Emerald........ 0%.................... 130%........................455......................6.5%..............................65%

    ======================================================================================

    Sum............. 54%................... 380%........................3220....................46%..............................460%


    Effective DPS Increase from Crit Rating = 1 + 0.46 * 4.60 = 3.116 multiplier


    Pretty close. By freeing up another item affix we can stack other DPS related stats like attack speed, elemental damage, and cool down reduction.

    The Paragon Offense window could also be condensed into Crit Rating, and give us a different offense stat. Maybe %increased damage to elites for example.


    A negative I can see with this approach is related to the Broken Promises ring. You wouldn't be able to have a low crit chance build to proc Broken Promises.


    What are your thoughts on condensing Crit Chance and Crit Damage so we can focus on other affixes?

    Posted in: Diablo III General Discussion
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    posted a message on Really blizz, the buff again...

    Maybe you guys should reconsider the merits of your precious "Test" realm.


    I know a lady who loved testing, and look how well that turned out....


    She's Still Alive by the way.


    Posted in: Diablo III General Discussion
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