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posted a message on Beta Combat Mechanics Compendenium
Quote from PiousFlea

Figuring out Defense, Armor and Resistance scaling should be very easy if the mechanics are similar to WoW.

The formula from WoW is:
`%DR = 100% - (100% / (x*Armor + 100%)), where x is a different number for each character level.`

On the other hand, it appears that Precision is directly proportional to Crit, as in:
`%Crit = y*Precision, where y is a different number for each character level`

Since both of these formulae are directly proportional (ie, linear no threshold), you technically only need one datapoint to figure out the scaling value - simply divide one value by the other. However, to account for rounding error you will want to average out at least 3 datapoints.

If %DR is the displayed damage reduction (from Defense, Armor, or Resistance), then let %ieHP equal incremental effective HP (ie, the percent gain in effective HP over zero damage reduction):
`%ieHP = (100% * %DR) / (100% - %DR)`

This can be shown to be directly proportional to Armor as below:
```%DR = 100% - (100% / (x*Armor + 100%))
-%DR = -100% + (100% / (x*Armor + 100%))
100 - %DR = 100% / (x*Armor + 100%)
1 / (100% - %DR) = (x*Armor + 100%) / 100%
100% / (100% - %DR) = x*Armor + 100%
(100% / (100% - %DR)) - 100% = x*Armor
(100% * %DR) / (100% - %DR) = x*Armor```

However, if there is a threshold for Defense (ie, below a certain amount of Defense you get zero damage reduction) the formula will no longer be direct proportional. This appears likely as I've seen several screenshots of players with positive amounts of Defense but 0% damage reduction.

Another thing we are unsure of is if there are any hard caps or diminishing returns thresholds. I suspect that kind of info will only become available once people are at level cap though >_>.
Posted in: Theorycrafting and Analysis
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posted a message on Waypoints / Recalling Animations... Or Lack There Of...
Quote from kudersmack

Bear with me because I am merely nitpicking at minor details in animations, but wouldn't it be cooler (and kinda make more sense) if your character (and its pets) actually appeared to 'walk' through the portal when they go back to town, rather than simply appearing in the town motionless (and with a stack of 3 dogs standing on each other)?

Minor detail, so say what you want about it, but I feel like they could add some small animation when you use the portal to make it look smoother.

You mean like it already does? I think your computer isn't fast enough.

Posted in: Diablo III General Discussion
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posted a message on Beta Combat Mechanics Compendenium
Are you sure about this? I seem to recall someone saying elsewhere that resistance was a flat damage reduction.

The tooltips for each resistance clearly state that each resistance value reduces the damage from that element by a percentage.
Posted in: Theorycrafting and Analysis
• 8

posted a message on Beta Combat Mechanics Compendenium
Here's some stuff I've noticed:

Core Attributes

• Attack - Increases damage dealt. Applies to all damage types (physical, elemental) and sources (it affects your pets). 1 Attack == 1% damage.
• Precision - Increases critical strike rate. Unknown formula. Appears to be diminish in effectiveness as your character levels. May vary per class. At level 13, my Wiz has 87 Precision with a 6.16% chance to crit. This translates to each point of precision being worth 0.071~% crit; roughly 14 precision = 1% crit at level 13.
• Defense - Reduces damage taken. Applies to all damage types (physical, elemental) and sources (melee, ranged, dots, etc). Appears to be diminish in effectiveness as your character levels. At level 13, my Wiz has 89 defense, with a 59.38% reduction to all damage. This translates to each point of defense being worth 0.668~% damage reduction; roughly 15 defense = 10% damage reduction at level 13.
• Vitality: This translates directly into Health. Amount of HP per point seems to vary slightly per class.

Secondary Attributes
All percentage based bonuses (excluding +Crit Damage %, because that goes over 100%) appear to be multiplicative, not additive. EG: 2x 50% dodge buffs would result in a 75% chance to dodge, not 100%. [(1 - 0.5) * (1 - 0.5)] = 0.25

• Armor - Reduces physical damage taken only. Appears to be diminish in effectiveness as your character levels. At level 13, my Wiz has 145 armor, with 18.24% physical damage reduction. This translates to each point of armor being worth 0.126~% phys DR; roughly 80 armor = 10% phys DR at level 13.
• Resistances - Reduce damage to the respective element by a percentage. I have found no resist gear yet, so I cannot give any values.
• Critical Damage - Crits of all type deal 150% damage baseline. The + % Crit Damage affix increases that percentage.
• Block - Block reduces the damage of a physical melee/ranged attack by a flat value. Blocks are not a complete negation of that hit, as they were in D2.
• Dodge - Dodge completely avoids the attack. It appears to only work on melee/non-spell ranged attacks. There is no dodge animation, it is just a combat roll.

Weapons
2 Handers

• Highest base damage, so you will hit the hardest
• They appear to have lower weapon spread than faster weapons, ensuring you do big damage more consistently
• Animation times are slower
• Less resource generation (for monk/barb/DH in some cases)
• Less crits/procs

Dual Wield

• Innate 15% attack speed bonus
• Weapon have large damage ranges, so if the RNG gods are unkind you may be T_T
• Lots of attacks = lots of crits and procs
• More resource generation
• Remember that with dual wield, the attacks alternate between main and offhand

1H + Shield

• Armor boost, obviously
• You can block attacks
• The damage lost here is actually relatively small (in theory). Essentially, you do a bit less DPS than dual wielding (assuming the dual wielding weapons are identical in DPS/stats)
• Median spirit gain between 2H/DW

Weapon Speeds
```1 Handers
Mace: 1.20 APS
Spear: 1.20 APS
[Wizard Only] Wand: 1.20 APS
Axe: 1.30 APS
[Monk Only] Fist Weapon: 1.40 APS
Mighty Weapon:[ 1.40 APS
Sword: 1.40 APS
[WD Only] Ceremonial Dagger: 1.50 APS
Dagger: 1.50 APS
[DH Only] Crossbow Pistols: 1.80 APS

2 Handers
Mace: 0.90 APS
Polearm: 0.95 APS
Axe: 1.00 APS
Crossbow: 1.00 APS
[Barb Only] Mighty Weapon: 1.00 APS
[Monk Only] Daibo: 1.10 APS
Sword: 1.10 APS
Staff: 1.20 APS
Bow: 1.40 APS```

Anyone else find anything useful?
Posted in: Theorycrafting and Analysis
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posted a message on DiabloFans: 3D Viewer & Streams!
Are the texture errors due to your model viewer, or is it because the models have multiple textures/geosets and for some reason they're just all visible? See: http://www.diablowiki.com/Templar

The model you guys are showing for SK is actually Leoric's ghost: http://www.diablowiki.com/Skeleton_King

Posted in: News & Announcements
• 0

posted a message on Blizz asks for suggestions on Stat Page
Quote from Branmuffin

Quote from CherubDown

Quote from Deathpeon

Quote from CherubDown

Yeah, I just got done reading about that. I'd like to see a total magic find percentage on there, as well as any other special stat such as percent to crushing blow.

Pretty sure total gold find and magic find are at the bottom of that list. I just can't seem to find a screenshot that covers the entire list
MF is not on there in any fashion. I promise. It needs to be, though, imo.

I promise you, MF is on there. I've seen it. I'll look for a screen, and edit it in if I find one.

It's there, I mega-promise, as well as pretty much every relevant character stat. I'd take a screenshot, but the game servers are not cooperating right now and I can't seem to create or join a game >_<.
Posted in: Diablo III General Discussion
• 5

posted a message on Online only , Duping and economy

Basically, like it has been said before, duping and hacking will get to be common on Diablo 3 on the Battle.net realms.

The only thing that might help is, as Scyber said, B.net 2 is a bit better then B.net 1. Other then that, the only reason why it's online is for DRM.

The main reason why WoW is so secure when it comes to duping is that, again as it's been said before in this very thread, all the items have an individual item code. If Diablo 3 does that, I don't see Duping to be very common, but I don't see Diablo 3 having that. :/ It would be nice if it did though!

It's been said before by people who have absolutely no fucking clue how a proper server/client architecture works, nor have any insight into what it takes to actually dupe items. All item code + data on the server == every item that exists gets a unique hash/identification data == duped items are either immediately culled by the server, or get logged + flagged for CS investigation. The chances of dupes are slim to none, and if any do emerge, you can be pretty damn sure that they will be fixed promptly.

Botting is another thing entirely. I have no doubt that people will attempt, and succeed, to make bots. It's not possible to stop that kind of developement. Fuck, there are tons of free software you can use to make bots. Here's a random one you can use: http://www.autoitscript.com/site/autoit/

The thing is, these bots are probably going to be shitty. You think people are going to be able to make D2NT quality bots that can MF every TC87 zone with a hammerdin in 15 minutes? Not likely, and if they do, they can probably expect a swift kick in the nutsack from Warden, or a ban later.

You guys may think that Blizzard doesn't give a fuck based on what eventually became of D2, but you are all quite dilusional if you think Blizzard has spent any significant time or resources to D2 since.. 2005? They take keeping their games secure extremely seriously.
Posted in: Diablo III General Discussion
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posted a message on No Offline Mode - No More Bot/Hacks!
Yeah. So? Battle.net character can be stored on the Blizzard servers while the SP ones will be on our hard drive. Who cares if someone cheats in SP. The battle.net is the real deal, there will be, hopefully, no cheaters there.

It reminds to WoW private servers. Some offer an easy access to various items, but once you start playing on the legal servers, you actually need to put some effort into it.

You don't quite get it. It's not just about the character save file, or however that information is stored in D3. It's a whole lot of data, as well as server code.

An example from a game I worked on a few years ago:

The game is Online Only. Monster AI & pathfinding code had no reason to ever be included in the client, as this was all handled server side and then broadcast to each client in the game. Therefore, that code is completely inaccessible to a player, making reverse engineering of that system very difficult. If the game had also included an Offline Mode, that AI and pathfinding code would have to exist in the installed copy for the game to function.
Posted in: Diablo III General Discussion
• 3

posted a message on No Offline Mode - No More Bot/Hacks!
Quote from Ophion

The ability to hack in D2 has nothing to do with its offline mode, it is simply an old game with an old server structure. Removing offline mode was not done to prevent hacking, and if it would make a return it would not mean the return of hacking. I just want to point that out.

You are actually completely wrong. For those of you who aren't familiar with game development/how games work, here's an important fact: an offline mode would require all game data and much of the server code to be stored directly in the game client.

One of the most important things about having no offline mode is that the client/server architecture can be constructed in a way that ensure the client gets very little information, and most of data is stored server side. I imagine things such as items, all player related data, abilities, stash, etc. to all be server-side information that the game client (user) only receives the bare minimum amount of information. This makes hacking, reverse engineering, etc. much more difficult (notice I said difficult, not impossible), as well as trackable/detectable by Blizzard.

You may tout is as DRM, what have you, but this decision was not made to prevent "piracy." All signs point to this decision being made to ensure that D3 is as secure as possible from hacking, botting, etc., and to prevent Auction House abuse. And really, this is no different that Guild Wars, or (the old) HoN, or any of the myriad of other Buy-To-Play multiplayer only games.
Posted in: Diablo III General Discussion
• 0

posted a message on Diablo 3 Press Event Visit
Quote from Dolaiim

Quote from Ethezial

I don't see why people have their panties in a wad over the RMT AH. People did the same thing in DII, only 3rd party sites were used instead. Why shouldn't Blizzard do this? I think it's a great idea actually because now Blizzard can monitor it, and people will not get ripped off.

Anyway, everything I've seen looks completely awesome. I don't really know how I feel about the skill system. I'll just have to play it and find out whether I like it or not.

Nope, you don't understand. All the best items will be sold exclusively on the RMAH. Why? Because demand will be equal in both currencies (real money and in-game gold (IGG)). So it would be foolish not to make some scratch.

All the item farmers who would have been loading up the IGG AH will now all post their items on the RMAH. So everyone will be FORCED to use the RMAH for everything useful, and the IGG AH will quickly become a dump-heap.

Don't believe me? Wait a while. List me one SINGLE country in the world that uses more than one currency in their own economy. Then tell me how well that economy is working. You cannot maintain a bounded economy with multiple currencies and no control over exchange rate (you can buy/sell IGG with/for RM).

The bottom line is, 3rd party web sites were not the norm, they were corner case because D3 gold WAS USELESS DUE TO BAD DESIGN. Instead of making gold viable in D3, they have admitted defeat and ENCOURAGED people to carry on the RM mindset. Why? Because they figured out a way to profit from it, and what with WoW subscriptions plummeting, I'm sure kotick has jay wilson's nuts in a vice.

Comparing an in-game currency system with a real-world economy is a fucking ludic fallacy.

Also, look at the entire continent of Europe. Most every country accepts their own currency and Euros, and most places also accept American dollars.
Posted in: News & Announcements
• 1

posted a message on Diablo 3 Press Event Visit
Quote from Ethezial

I don't see why people have their panties in a wad over the RMT AH. People did the same thing in DII, only 3rd party sites were used instead. Why shouldn't Blizzard do this? I think it's a great idea actually because now Blizzard can monitor it, and people will not get ripped off.

Anyway, everything I've seen looks completely awesome. I don't really know how I feel about the skill system. I'll just have to play it and find out whether I like it or not.

Exactly.
Posted in: News & Announcements
• 1

posted a message on Diablo 3 Press Event Visit
I think everyone here raging about the RMT AH and how it's going to break the game is completely missing the fucking point.

Whether Blizzard includes an RMT AH in Diablo 3 or not, people will buy items for real money. This is a fucking proven fact. If some dude wants to drop \$100 to deck out his Barb so he can shitpound people in PvP, he's going to do it anyway.

So, instead of having people deal with shady ass farming sites like Mulefactory, who completely shit up BNet with their fucking ever-present spam bots, or shitty communities with bogus currency systems (looking right at you, JSP), why not deal with the company that made the game? Furthermore, you can even make some IRL cash out of it if you choose to. Again, it's not fucking mandatory.

Could there be problems? Abso-fucking-lutely. But don't you think Blizzard will be more apt at fixing economic or systemic problems than the community seeing as how they have a monstrously huge personal investment in its success?
Posted in: News & Announcements