• 12

    posted a message on How to chat with colors and icons
    Hey folks, I found this cool trick where you can change your text and add built-in icons to your text in the D3 beta. Here's how:

    For different colors, you can do standard colors such as

    {c_red}This is my red text{/c}
    {c_blue}This is my blue text{/c}
    {c_green}This is my green text{/c}

    You can also use hex:

    {c:FF000000}This is my black text{/c}
    {c:FFFF8C00}This is my orange text{/c}

    You can also use the colors of the item types and other text:


    There are also some icon you can display:


    Additionally, you can chat with a different or smaller font size:

    {f_alpha_tiny}This is smaller text{/f_alpha_tiny}
    Posted in: Diablo III General Discussion
  • 2

    posted a message on How DPS and Damage Works
    Oddly enough, I don't believe this topic has been addressed, and if it has, please let me know.

    I've been doing some research about how dps works, and I think I have (sortof) figured it out. Most of this info is based on actual in-game numbers.

    I'd like to start this off by saying damage is not DPS. This may seem obvious to most, but it's important to distinguish the two.

    According to Jay Wilson, your damage is based on your weapon. Simple enough:

    Official Blizzard Quote:

    @Bashiok @angryrobotics It looks like each point in Intel increases base damage by 1%, but I can't find base damage :(

    @CherubDown @Bashiok Damage is based on your weapon, so look at it's damage. Although we'll probably add it to detailed stats.

    You can figure out your actual weapon DPS by


    where W_lower is the lowest dmg your weapon can do, W_higher is the highest, and W_speed_factor is your weapon speed.

    Or you can figure it out by simply looking at that giant number the game throws at you :). That settles damage and weapon DPS, but what about overall DPS? According to the game,

    Interestingly, Blizzard has decided to include your crit factor and crit chance into your overall DPS. So I decided to try to figure out a formula for the whole thing, and this is what I've come up with:

    (W_dps)+(W_dps * dmg_increase_factor) + (W_dps) * (crit_factor) * (crit_chance)

    where W_dps is your weapon's dps, dmg_increase_factor is the factor by which your damage is increased (based on your primary attribute), crit_factor is your crit damage increase, and crit_chance is obviously your chance to crit.

    My calculation isn't perfect unfortunately. It's about 0.2 off and I'm not exactly sure why. If anyone can figure it out, I'd love to know what I've got wrong.

    As for equipping two weapons (duel wielding), there's a thread here on the matter and the formula is quite simple:

    1.15*(W1_dps + W2_dps)/2

    The output of this formula can be replaced by the W_dps in the previous formula. (Thanks chippydip and romique for the correction and clarification) The 15% increase is an incentive to use 2-handed weapons.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Non-Luck-Based Beta Key Giveaways
    Why do people insist on giving a thread a 1-star rating when they disagree with the OP's opinion?
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Unattuned Runestones Scrapped?, Channeled Skills Issue, Facebook Sweepstakes, DiabloWiki Updates
    Unattuned Runestones Scrapped?

    After a few iterations of the unreleased unattuned runestone system, Blizzard has decided that it's not solid enough to be released for testers. From the sound of it, unattuned runestones will not make it into the game:

    Official Blizzard Quote:

    We actually have moved on from the previously discussed unattuned system. We've been trying many different ideas out, but we're not quite comfortable enough with any of them yet to invite you in and see what you think.

    Channeled Skills Resource Cost Issue
    Nothing has changed here, but it's worth mentioning because it's an interesting debate:

    Official Blizzard Quote:

    Some beta testers are finding that DoTs (generally, skills which do damage per second over X seconds) are scaling w/ a weapon's DPS, not the flat damage. Instead of the WoW method (lowering the time between "ticks," and then adding a whole tick after a threshold is reached), the damage is just flat out scaling w/ weapon speed. However, it only applies to DoTs or other non-weapon speed based skills (pets, channeled spells, Ice Armor reflect damage, etc).

    First of all, GOOD. Continuous scaling makes it less of a headache to balance and see results instantly from upgrades in gear. However, will these effects be obvious in skill tooltips? Will it tell us when a skill uses a weapon's damage or DPS for calculations, plus how this all works in dual wield? Take a monk, dual wielding fist weapons, using Exploding Palm. He applies the DoT bomb; the DoT damage scales w/ weapon speed, but which weapon? Do you alternate hands to calculate damages?

    The tick rate of channeled skills is currently scaled by your weapon speed. This has the side effect of making the resource cost go up, which we’re okay with. It’s consistent with the philosophy that faster speed weapons consume more resource but may do more damage. Channeled skills might still be better with slower weapons though because on a channeled skill, you have as much mobility as you want, so the “mobility” and “overkill” advantages of faster weapons are eroded with channeled abilities, so all you’re left with is increased mana cost for increased damage.

    We've been thinking of changing the tooltips and going with “ continuously does X% weapon damage”. The reservations we currently have are:
    Even though we say continuously, there’s a pulse rate under the hood, so do players want to know this pulse rate?
    If we did show a pulse rate, we’re adding more complexity to an already complicated tooltip.

    However, the benefit of being able to directly compare 135% weapon damage on Disintegrate to X% weapon damage on another skill is super high, so we love that.

    Stepping back and going big picture, we’re currently working on greatly simplifying tooltips. It’s too early to give details at this point, but our general feeling is that we provide way too much information in the skill tooltips in general.

    Facebook Beta Sweepstakes Reminder
    Tomorrow will be the second-to-last wave of invites for the Facebook Beta Sweepstakes Blizzard is doing. To be clear, however, that does not mean they will not continue inviting people into the beta.

    Official Blizzard Quote:

    Interested? Good! Sign-up is easy. Simply follow Diablo® and complete our official entry form between now and December 12 for your chance to win.

    Diablo Wiki Update
    By PhrozenDragon
    What's New?
    Apoc has implemented a new way to better display NPC information. Essentially NPCs in the wiki now work just like items do, where all the relevant data for an NPC is stored on their data page, such as DiabloWiki.com - Data:Npcs/Captain Daltyn Data:Npcs/Captain Daltyn. At the moment the change is more preparatory nature than anything else, but down the road it will allow the wiki to use NPC information with much greater flexibility.

    The template documentation plan mentioned two weeks ago has been completed, modeled after Wikipedia's structure, and Talkerst has begun implementing it in the wiki. You can see some examples of this new documentation on DiabloWiki.com - Template:Weapon DPS Template:Weapon DPS, DiabloWiki.com - Template:DocStart Template:DocStart (the documentation template itself), and DiabloWiki.com - Template:Booksource Template:Booksource.

    A new gem list as been added, based on the item list showcased last week, and is implemented on the DiabloWiki.com - Gems Gems page. The gem information is also up-to-date and has ben expanded to explain in more detail how gems work.

    The item lists are almost complete with just Mighty Weapons and a few class armor pages remaining.

    I've also started adding some excellent new fan art from our dedicated fan artists to the wiki. //www.diablowiki.com/File:Tal_Rasha_by_Tepes.jpg">Tepes' Tal Rasha" class="wiki-link">DiabloWiki.com - <a href=//www.diablowiki.com/File:Tal_Rasha_by_Tepes.jpg">Tepes' Tal Rasha"/> Tepes' Tal Rasha, //www.diablowiki.com/File:Demon_Hunter_by_Wargasmic.jpg">Wargasmic's Demon Hunter" class="wiki-link">DiabloWiki.com - <a href=//www.diablowiki.com/File:Demon_Hunter_by_Wargasmic.jpg">Wargasmic's Demon Hunter"/> Wargasmic's Demon Hunter and //www.diablowiki.com/File:Diablo_Lord_of_Terror_by_MuppZA.jpg">MuppZA's Lord of Terror" class="wiki-link">DiabloWiki.com - <a href=//www.diablowiki.com/File:Diablo_Lord_of_Terror_by_MuppZA.jpg">MuppZA's Lord of Terror"/> MuppZA's Lord of Terror have been added, and I expect to add quite a bit more in the near future as I still have unread threads in the fan art forum. If any fan artists want to upload their own art, feel free to do so.
    Posted in: News & Announcements
  • 1

    posted a message on Is January 17th still viable?
    Quote from WishedHeHadBeta

    Quote from CherubDown

    Blizzard has in no way said nor have they inferred that the release date will even be in January.

    january falls in the "beginning of 2012" so they have actually. :P
    Actually, the direct quote would be:

    Official Blizzard Quote:

    For Diablo III, we were aiming to launch by the end of 2011. As we’re announcing globally today, our new target for the game is early 2012.

    That is, as far as I know, the last time they spoke about a release date.
    Posted in: Diablo III General Discussion
  • 2

    posted a message on Patch 7 is Coming Very Soon
    Patch 7 is coming very soon! It looks like a patch to introduce the new RMAH testing and some minor hotfixes.

    Official Blizzard Quote:

    Diablo III Beta Patch 7 – v.
    Released 12/1/11


    • A trial version of the Diablo III Currency-Based Auction House is now available for testing. To learn more about how this feature will work in the beta, please review the FAQ: http://us.battle.net/d3/en/blog/4024156/
    • In order to fully test the Currency-Based Auction House and its features, all characters have been wiped. Please note that this wipe will also affect gold, achievements, followers, and artisans.

    Bug Fixes

    • The Blacksmith will now properly unlock for all players after completing the quest "A Shattered Crown: Talk to Haedrig Eamon"
    • Fixed an issue with viewing Achievements while in a Public Game
    • Fixed an issue where players in a Solo Game were being kicked by a "party leader"
    Posted in: News & Announcements
  • 2

    posted a message on Diablo 3 (and 2) Music Criticism
    This topic has been on my mind for a long time, but I'm just now getting some time to talk about it, so here goes. Being somewhat of a musician, it's kindof dear to my heart, so I thought it worthy of a post here. This is not intended to bash Blizzard or offend anyone at all, but it is worth posting, I think.

    It has to do with two of Matt Uelmen's compositions - one from D3, and one from D2. I'll start with "Lord" which is a newly-release 'composition' available on the new 15th Anniversary CD. There's not a whole lot to say about it except that it is a complete rip-off of one of the movements from Stravinsky's The Right of Spring. Take a listen to it for a moment. You won't have to go far, because it essentially loops the theme (I say theme here, but really it's just an ostinato):

    "Lord" by Matt Eulmen

    Now listen to Igor Stravinsky - The Rite of Spring, Part 4 (at 0:25).

    Eulmen's 'version' is only a half-step up from the original (Eulmen's version is in E-minor and Stravinsky's is in Eb-minor):

    This isn't the only time Uelmen has done this. You guys might not have noticed, but throughout all the Rimsky-Korsakoff/Wagnerian-sounding elements in Diablo 2, there's a direct quote from Wagner there:

    Uelmen's "Ancients" from Diablo 2

    Wagner's Overture to Tristan und Isolde

    Likewise, here's the passage to which I'm referring:

    My point here is that, while I adore all of Matt Uelmen's works, I find it bizarre that he would do this. Additionally, I hope "Lord" doesn't make it into the final game for the reasons mentioned.
    Posted in: Diablo III General Discussion
  • 2

    posted a message on Every Class Uses Attack Power
    And not a whole lot of people seem to care all that much. No, seriously: I haven’t seen a QQ thread on this yet, and that really surprises me given the nature of the internet. In all seriousness, let’s take a closer look at why Blizzard decided this was a better move than the traditional model.

    If you’re not sure quite what I’m talking about, go take a look at the calculators for each class. You’ll notice that regardless of your class, if you’re doing damage, it’s based on attack power. Traditionally, in DiabloWiki.com - Diablo II Diablo II, the damage of the DiabloWiki.com - Sorceress Sorceress and the other classes was based on arbitrary base values that scaled with skill point allocation. For example, Icebolt has a base cold damage of 3-5, and as you allocate points there’s a simple (albeit arbitrary) formula to curve it. (See The Arreat Summit for greater detail).

    Now, before you yell bloody murder, allow me to explain why this move is both insane and brilliant. And no, it’s not because I’m a fanboy.

    Firstly, it’s very simple and straight-forward. We all know Blizzard loves to make game mechanics and features as straight-forward as possible (this is a positive thing, by the way).

    Secondly and more importantly, balancing items against skills across all classes is far and away easier. Let me give you an example of what I mean: If skill ‘A’ from the DiabloWiki.com - Demon Hunter Demon Hunter does 120% attack power and skill ‘B’ from the DiabloWiki.com - Barbarian Barbarian does 145% attack power, regardless of what item I throw on them, the comparability of the two skills is straight-forward. Now, skill ‘A’ and ‘B’ are two completely different skills with different cooldowns and there’s a whole lot of other factors that go into balancing them (i. e. weapon speed), but we can at least be sure with a brief look at the attack power what the differences are.

    Thirdly, it streamlines the idea that, regardless of your class, your weapon is your most important tool against Diablo’s minions. I think that’s pretty compelling. And, there are plenty of non-weapon items in the beta that increase attack (which overall makes you do more damage).

    Finally, one of the cruxes of the ol’ Diablo II model which Diablo III has attempted to solve is that if you wanted to increase the damage of one of your abilities as a Sorceress, you had to resort to finding certain really hard-to-find attributes like +1 to skill points and +% to fire damage (which, I theorize, is why there were a plethora of these ‘fringe’ attributes by Diablo II’s downturn). There was no in-game item attribute that increased spell damage across the board and that’s what I think the goal here is for Diablo III.*

    To be fair, the penalty for this new model is fairly obvious: Why in the world would wielding a sword increase the Wizard's ability to conjure fire lasers? Also, I think we as gamers are accustomed to seeing the 'elemental class' with some staff or wand, but those items are still viable. But in the end, Blizzard decided that such a minor dissociation from the norm was worth a lifetime of consistently simple gameplay mechanics.

    *On a side note, I hate to rat on one of the greatest games of all time (Diablo 2), but let’s turn off our hindsight goggles.
    Posted in: News & Announcements
  • 1

    posted a message on Will the Butcher return?
    Also, just to add, I got this at Blizzcon (although, it was a Jinx! product):

    Posted in: Diablo III General Discussion
  • 2

    posted a message on Jason Bender Interview
    So I've been reading an excellent interview with Jason Bender from Blizzcon and it got me thinking about the state of Diablo 3. For brevity's sake, I'll just go over a few big points I want to make:

    ...we’re redesigning the skill system to some extent. It’s got pros and cons right now, but we think we can do better. So we’re doing what we can to make the skill system more interesting. (blue quotes overlap images :()
    My reaction: I'm really glad Blizzard love iterating. I get it. But this is not an iteration process! This is a drastic, game-altering mechanic we're talkin' about! The game is slated for Q1 next year (roughly). That gives you 4 months at most to get those systems in, test them, and balance them?! I don't know, it just seems to me like they're cutting it pretty close.

    How does Blizzard ultimately decide something’s done? Do you take a vote? Consult a Magic Eight Ball? Stick a fork in it?

    Official Blizzard Quote:

    That’s a good question. We know a game’s done when other game teams aren’t getting their work done because we can’t pull them away from their computers. This happened with StarCraft II. We were seriously losing production time because StarCraft was killing everybody. And it was like “Well, I guess it’s done, because we can’t pry people away from it.” That’s kind of the litmus test.

    But it’s a lot of things. I mean, when Jeff Kaplan, Tom Chilton, Dustin Browder, and Rob Pardo say, “This feels done to me,” that’s a good sign. You’ve got some pretty wise voices talking
    My reaction: That's probably one of the best answers I've ever heard from a company. When projects are being pushed by your higher-ups and ultimately your investors, it's good to know Blizzard has it spot-on when it comes to releasing the game. (in other words, stop QQing about release date :P).

    You announced that 70 percent of Diablo III’s items come from upper difficulty levels. Do you think it’s dangerous to wall off so much content for so many players, or is that just sort of where hardcore gaming is at this point: The base game’s accessible to everyone short of your grandmother – who doesn’t have hands – and better players can choose to seek out more of a challenge?

    Official Blizzard Quote:

    It’s interesting, because it’s tempting to think of it like a wall where there’s half the players and the other half. Diablo’s a great example of a game that’s more of a slope. We expect everyone to be able to finish Normal, and then we’re trying to make a better ramp into Nightmare than Diablo II did. It wasn’t that obvious to everyone that you were supposed to play Nightmare after Normal. A lot of people thought “Oh, it’s just harder? What’s the upside?”

    But we’re trying to make it clear that, no, we want you to go into Nightmare, because we actually expect you’ll be able to play Nightmare. Nightmare’s very playable. After you’ve gone all the way through normal, you should have the practice and chops you need to handle Nightmare. We don’t think there’s really a wall there.

    On Hell [difficulty], there is a bit of a wall. We don’t expect everybody to play that effectively in Hell. It might be beyond some players’ abilities. And then Inferno is not meant for everybody. That is specifically meant to be for people who are a little crazy [Laughs]. So we actually said, “Inferno is not for you to part of the audience.” But we think that’s OK because there are so many things you can get as you play through the game that you’re not really gonna be hurting for that top tier armor. If you really want it, you’ll really work for it.
    My reaction: Does this mean Nightmare will really just be another tutorial and we won't have a real challenge until Hell?

    4.About Online-only and Modding:

    Official Blizzard Quote:

    Our problem on Diablo III [...] is we want people to play cooperatively and hook up with their friends really easily, but we don’t want cheaters or hackers. One of the reasons we did the Auction House is that we don’t want people going to shady third-party websites and getting their account info stolen. I mean, that’s terrible. So we decided to say this is a game about playing – oftentimes with your friends.

    And the complaints we got from Diablo II mostly involved cheaters and hackers and tons of stuff that really makes the experience bad. So, for the game experience of Diablo, having an online requirement [is a natural choice]. And people forget that it’s server based. You send us the info, so we can catch cheaters very easily. It’s not easy to cheat. People are going to have to put some effort in. That allows us to keep the quality up for the vast majority of people.

    But some games [...] you just want to cheat or mod, and that’s right for those games.


    What I love about what’s happening with games right now is you’re seeing a resurgence of these smaller games that do one thing really well. Minecraft is an example of how much demand there is for people to just do whatever the heck they want. That’s never going away.

    So for games like Diablo III, it’s right for us to be online, control the experience, and make sure it’s clean. But for other games, it’s right for them tp stay offline, give people all sorts of wacky control, and let them hack the bejesus out of it. That’s always gonna be true. There will always be people who take these online games and rip ‘em apart. So the demand is there. And if the demand is there, hopefully someone will try to create a game to fill it.
    My reaction: I'd say a lot of people want to mod D3. That's all I'm gonna say since this is kindof a dead horse anyway.

    I encourage everyone to read the entire interview.
    Posted in: Diablo III General Discussion
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