Not knowing exactly what kind of health we'll be rocking at that level, the jump in Min Dmg Per Hit between Hell and Inferno is still astounding. 14K to 170K! So, why don't we just rename Inferno to, "Don't Get Hit. Ever." Good times.
Also, as someone mentioned above, I can't wait to see what kind of damage numbers we'll be outputting in Inferno to be able to take down a 15 million HP skeleton king in hopefully a reasonable amount of time. And, it can only go up from there. Insane. Who's gonna make the first 9 hour video of killing Inferno SK with thorns only?!
- FROMtheASHES984
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Member for 13 years, 2 months, and 2 days
Last active Tue, Oct, 3 2017 14:48:26
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May 4, 2012FROMtheASHES984 posted a message on Official BradyGames Diablo 3 Strategy Guide Preview (Inferno Monster Stats, Monster Affixes, Achievements)Posted in: News
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May 3, 2012FROMtheASHES984 posted a message on Diablo III: Wrath - Behind the Scenes of the Animated ShortFreaking awesome. Good to see Peter Chung still working, as I adored the Aeon Flux series. Would have loved this to be included in the CE!Posted in: News
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May 1, 2012FROMtheASHES984 posted a message on Beta Ending Tonight, Inferno Unbeaten, Blue Posts, Portrait Contest Closed, and Curse RoundupIt's weird. I'm starting to wonder if Inferno will actually be worth what's sounding like the abysmal slow and difficult (read: frustrating kind of difficult, not "overcoming a good challenge" difficult) process of getting through it. It seems like the strategy will boil down to, get as far as you can, getting any upgrades you can, then start over (or earlier), and try to progress further than you got before - repeat to infinity. But, what is the tradeoff for dying repeatedly? One piece of gear per 50, 100, more deaths (just spitballin' numbers)? And, will the gear be absolutely that much better? It's obviously not for everyone - I definitely want to attempt it, but I'm beginning to think that neither I nor my patience will last very long.Posted in: News
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Jan 11, 2012FROMtheASHES984 posted a message on Development Article Soon, What's NOT Delaying the Game, Zarhym on "The Big Meeting""I hate this thing and I am angry at everyone involved, but I am going to purchase it anyway." The Blizzard community is a psychiatrist's wet dream. There has to some medical terminology for individuals who do this to themselves.Posted in: News
On a side note, I finally got around to pre-order the Collector's Edition today, and, while I'm still eager for release news, it has strangely calmed me very much knowing I have a guaranteed copy. -
Jan 6, 2012FROMtheASHES984 posted a message on Runed Grenades, SK Rating, Class Balance, Level Expansion, Followers, Blue PostsUnless they think we are really stupid or they don't want to be deemed complete liars, Blizzard is going to have to announce a release date BEFORE or way way waaaay AFTER this whole Korea debacle. And, since they're not going to do announce anything before it's resolved, nothing good is going to come from this situation.Posted in: News
Also, regarding the whole leveling excitement past 30 in the couple posts above, what would people think about only having Runestones drop from Nightmare difficulty and up? That way, you would only have your regular skills through Normal, but you still get the excitement of each level. Then, when you hit Nightmare and on you get Runestones to keep everything new and exciting. However, it may not work well thinking about it now - what if someone doesn't play past normal? They would miss that whole mechanic of the game, and it's been Blizzard's philosophy cater to everyone. Oh well, just a thought. -
Jan 4, 2012FROMtheASHES984 posted a message on Diablo's Anniversary, South Korea Rating, Lashing Tail Kick RunedMy favorite part is the ENORMOUS gap in the timeline between LoD and D3.Posted in: News
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Dec 5, 2011FROMtheASHES984 posted a message on Artisans Update, No Ethereal Items?, Book of Cain Preview, New Official Fanart, Meteor Runestone EffectsWow, meteor shower is EPIC. Does anyone know if someone has done something like this for every spell for every class? I know it would take a super long time to do, but there is no doubt someone with that kind of dedication!Posted in: News
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Nov 20, 2011FROMtheASHES984 posted a message on Diablo 3 Beta Patch 6 Screenshots, Monster AffixesI never thought I'd say this, but seeing these screenshots has made me realize that I'm actually quite happy this game isn't coming out this year. Aside from the fact that I am 40 hours into Skyrim with probably 100+ more to go and also will soon be stabbing various Bokoblins throughout Hyrule, the amount of polish and small additions they're making - the player profile, upgrade stats, achievements, etc - are insanely exciting. I want the game now, but I'm starting to feel this waiting is for the better.Posted in: News
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Oct 21, 2011FROMtheASHES984 posted a message on BlizzCon 2011 Opening CeremonyWith the exception of the 4 walking legs, I see little resemblance to Urgot. I do, however, fully agree with the visual comparisons to Waternoose from Monsters, Inc.Posted in: News
Question though, is this confirmed to be the opening cinematic or one from later in the game? I know they stated it was cut down to minimize some story spoilers, but it still seems a bit random and out of context for an opening. Nonetheless, it is still freaking incredible. -
Aug 25, 2011FROMtheASHES984 posted a message on New Class Skill VideosI have to say that I absolutely LOVE what runes do to the already enormous amount of skill choices in the game. Watching those videos made me realize that runed "mediocre" skills can turn out to be mind melting decisions of must have or not. Personal example: the WD's Wall of Zombies skill doesn't seem like something I would want to have - a bit too situational, uni-directional, etc. But get a rune that turns it into an offensive expanding circle of zombies and I have a new choice to make. Runes (and the animations) are incredible. I can only hope there will be a video archive database (similar to these vids) on the wiki once they all get discovered.Posted in: News
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Aug 25, 2011FROMtheASHES984 posted a message on New Class Skill VideosI didn't think it was possible, but the Wizard just moved waaaay up in my play order.Posted in: News
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Aug 17, 2011FROMtheASHES984 posted a message on Inferno RevealedSo, question: When we get to Inferno, are we still required to play the game in a linear fashion - Act 1 then Act 2, etc? Since everything will be the same level and all the loot will be on an even plateau, it seems like we shouldn't need to go through the starting area over and over and we could just load up an Act whenever our character gets his or her "Inferno badge." I know they want Inferno to reduce the amount of boss runs, but what if I don't like fighting Leoric or I absolutely love Act 3? I just a little confused on how those choices will play out in Inferno.Posted in: News
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Aug 2, 2011FROMtheASHES984 posted a message on Runic Revision?So, I finally think I understand this theoretical system. And I have to say at first I wasn't that sure about it (I wasn't ever against it - just hesitant), but now it sounds quite good. While I love the idea of skill binding the runes, I'm still not fully on board with the lottery of socketing a rune to find out what color it is. However, giving the Mystic functionality to wipe runes is a great solution. At any rate, it seems like the runes could be one of the best markets on the AH - even above gear, in my opinion.Posted in: News
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TL;DR: The thing I am most unclear on regarding the theoretical rune system after listening to the Jay Wilson interview is which of these he meant:
1. A crimson rune drops but is "grey" to a skill. You pop it in a skill, it binds to that skill and adds also bonuses
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2. A colorless grey rune drops. The only way to find out what color it is is to pop it into a skill, which then binds it to that skill and add bonuses.
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Let's take the Wizard, for example. In the runestone video, each color rune changes the Ray of Frost skill in slightly different ways. Now, let's say that I've played the game, have experimented with all 5 runes for this skill and decide the best one for my build is the one that changes it to a swirling vortex. So, logically I will now want to find a higher rank of that specific rune so I can put it in that skill. This makes other runes less valuable for that skill, but not necessarily for other skills as I may need a different color for Arcane Missiles, etc.
Now, the proposed system as I'm understanding it (which everybody is more than welcome to correct if I'm way off base), is that runes will no longer drop as a certain color - they drop as grey or whatever. Then you place that rune into a skill and it becomes that skill's rune. Here's where my confusion about everything comes into play. Will you have any idea ahead of time what effect that rune will have on that skill - ie what color that rune will end up being? The way it was described seems like some sort of crazy lottery where you will never know what color rune it will end up as before placing it into a skill. In my above example, it no longer seems like it's possible to pursue a particular color rune for a particular effect because you won't know before you potentially waste it on a skill.
However, if runes do drop as specific colors (crimson, indigo and so on), but become locked once placed into a skill, then that seems like a viable reworking of the rune system as you could still know the effect ahead of time and go for certain rune types based on builds as well as adding weight to your choices of which skills get which runes. Personally, this is one system where knowing and planning ahead of time is worthwhile. The Diablo theory of drops still works as you could go hundreds of runs without getting the specific rune you want. But, with the AH and trading, your unwanted runes aren't ever worthless because there is no doubt someone who will need or want them.
TL;DR: Basically, will runes still drop as a certain color but grey for a skill (meaning they can be placed into ANY skill initially), or do they drop with no color and it becomes a lottery to find out what type it is by placing it into a skill?
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This should work like ebay if I read it right. Other than the usage fee, the money you use to purchase items won't go to Blizzard - it will go to that player's account. I don't really see this as greedy though. As a business, it's quite genius to cash on something that's going to happen anyways. I know Blizz has tons of income from game subscriptions and such, but it's not like they just keep it all locked in a vault. It's used in the upkeep of servers, new servers, and working on game content, etc. To me, this extra income could be more support for the game in the future so might as well have it monitored by the people who are in charge of the game rather than some Chinese sweat shop.
My only worry (which rivals the argument, "If you don't like it then don't use it - just use the gold AH") is that it will be easily subjected to player abuse and greed - namely, people will only want to sell the "good" items for real money or for far too much money - the prices in the SS are around $3-5, but there will be $100+ listings (and people to buy them) unless there are regulations, etc. I guess we'll find out for sure quite soon.
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I feel we may be splitting hairs over terminology (and I may have mis-worded myself before). Yes, the probability of achieving a success over X attempts will be greater than X-1 attempts, and so on. However, each individual time you do the run, the probability of a success does not change. Thus, even though you're on your 100th run to try and get that item with a 1% drop rate, it's never guaranteed to drop. But, over those entire 100 runs, the probability of seeing that item is certainly greater than 1%.
In fact, the formula for finding the probability of a drop over a certain number of runs is: 1 - [(1-x)^y], where x is the item's drop rate and y is the number of runs.
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I'm sorry, but no. Just, no. In this scenario, each time you run this, the probability of getting A is 50% - it doesn't change just because you do it more. When flipping a coin, the chance of heads on attempt 1 is the same as attempt 1027 and so on. However, there are statistical distributions that can estimate the probability of success (getting your item) in a set number of runs or even the estimated number of runs it would take given the right probabilities (drop rates, etc). I remember figuring out this sort of stuff when I was doing Rivendare mount runs in WoW. Math is fun!
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Sorry for the semi-unrelated-to-your-post rant. =)
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