- PakstraX
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Member for 12 years, 8 months, and 8 days
Last active Thu, May, 19 2016 09:31:13
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May 3, 2012PakstraX posted a message on Diablo III: Wrath - Behind the Scenes of the Animated Short11 days... 11 hours... 12 minutes... 12 seconds. That... is when the world... will end.Posted in: News
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Sep 10, 2011PakstraX posted a message on Much Ado About ColorsFrom what I can see Brown, Cyan, Magenta, Pink, Yellow and Green are not used.Posted in: News
They should use at least different colour on DH and WD, one can be Cyan and the other blue...
Yellow or Brown can be used for WD aside from Cyan... - To post a comment, please login or register a new account.
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Stays like this -> A lot of repecing, possibly after each encounter, or before.
Locked in areas -> Huge pause before entering those areas
Only in town -> Respecing only when near waypoints and before boss fights
Buying a respec -> Even rarer respec, people deciding between REAL money (as gold can be traded for it) and a repec
Generally speaking, if you don't have to go to town for anything but artisans and quests, people would hesitate going to town just to repec, as that will become less of a focus of the game.
If left unchanged, I can see this issue, some might not call it that, becoming the center point of the game, especially in Inferno and Hell.
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This number was derived from the number of different active skill combinations (7 skill slots and 24 skills per class): 24*23*22*21*20*19*18/(2*3*4*5*6*7) = 346 104
The number that is left when this id divided form the original number is 279936
This number is the number of different rune combinations per skill. At the time there were 7 skill slots, so that's 7 skills.
That number is X to the 7th power
X=6
This means that 6 Runestones were planed.
Now this number is very different:
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There are:
24 skills/class
20 passives/class
5 runestones
8 different qualities of runestones
The math:
24*23*22*21*20*19
6*5*4*3*2
number of active skill combinations
5 * 8 + 1
number of different combinations of runes per skill + unruned (if no runes were put into it)
5 different runes * 8 qualities of those runes + unruned
41*41*41*41*41*41 (41^6)
number of different combinations of runes per 6 skills
20*19*18
3*2
number of passive skill combinations
Totaling at:
728 853 334 680 665 040
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Recalculated version for less passives:
There are:
24 skills/class
15 passives/class
5 runestones
8 different qualities of runestones
Build combinations: 956 893 437 500 (0,00330/00 of total combinations)
Total combinations:
290 901 988 841 844 380
Barbarian
Number of skill combinations: 94 476 058 707 571 778
Demon Hunter
Number of skill combinations: 83 836 328 480 574 640
Monk
Number of skill combinations: 45 118 631 019 401 728
Witch Doctor
Number of skill combinations: 49 042 259 641 604 104
Wizard
Number of skill combinations: 116 233 880 268 736 912
It has been taken in account that a build consists of a full Tier 7 Runestone in each of the skills and that all 6 active and 3 passive skills have been selected.
In depth math:
Na - Number of active skills (of class)
Np - Number of passive skills (of class)
[Na!/((Na-6)!*6!)] //*Number of combinations of active skills
[5^6] //*Number of Runestone combinations
[Np!/((Np-3)!*3!)] //*Number of combinations of passive skills
Final:
[Na!/((Na-6)!*6!)]*[5^6]*[Np!/((Np-3)!*3!)]
While a skill combination can consist of any Tier or no Runestone in each of the skills and that any number of active and passive skills have been selected.
Na - Number of active skills (of class)
Np - Number of passive skills (of class)
36 - Number of Runestone combinations (5*7+1)
Combinations of selected active skills and passive skills:
Actives Passives
6 3
5 3
4 3
3 3
2 3
1 3
0 3
Actives Passives
6 2
5 2
4 2
3 2
2 2
1 2
0 2
Actives Passives
6 1
5 1
4 1
3 1
2 1
1 1
0 1
Actives Passives
6 0
5 0
4 0
3 0
2 0
1 0
0 0
Final:
(Np*(Np-1)*(Np-2)/6+Np*(Np-1)/2+Np+1)*(Na*(Na-1)*(Na-2)*(Na-3)*(Na-4)*(Na-5)*(36^6)/720+Na*(Na-1)*(Na-2)*(Na-3)*(Na-4)*(36^5)/120+Na*(Na-1)*(Na-2)*(Na-3)*(36^4)/24+Na*(Na-1)*(Na-2)*(36^3)/6+Na*(Na-1)*(36^2)/2+Na*36+1)
References:
http://us.battle.net/d3/en/calculator/barbarian
http://us.battle.net/d3/en/game/whats-new
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It is just me or does he look like his left eye is blind?
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The second question is IF IT WERE TO BE CHANGED, so even if you have answered the previous question No, you can still vote on the second one on what do you think WOULD be the best if they change it.
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Crimson - What we saw in one of the playthroughs, Zombies stacking up and falling in a row
Indigo - Zombie nova (again, something we saw in a vid)
Obsidian - Charges farther on, dealing less damage.
Gold - Increases damage over time
Alabaster - Knocks back enemies in the way
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You have a point there. But from the point of simple math, the current system is definitively not something that Blizzard nor I would agree with. This solution is something that could work (for me and Blizzard), as it is, in my opinion, the simplest. What could be the other?
Maybe this could be turned into a discussion about the best possible way to solve this problem.
So far I can think of these:
- The above (only in town)
- Putting a timer on in
- Being locked while in combat (similar to Stone of Recall)
- Being locked while in certain areas
- Buying a respec (like in WoW)
Thoughts?
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I am aware that Blizzard doesn't want you to go back to town, and so they have made all these systems to keep you in action, and penalties if you do go back. But, if left unchanged, the skills will become boring, and the game in the process, because if you can respec on-the-fly, it takes all the fun out of the skills you have chosen. If you can change the set you have every 5 minutes or even worse, after every encounter, they might as well let you have 30 skill slots from the start.
I played D&D, and choosing skills before you go slaughtering isn't something that bad. I really don't see what is the problem with what I am suggesting. You are gonna have to go to town to complete quests anyway...
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Answers explained:
"No. It is fine as it is (locked while in combat)" means that you are OK with it as it is, locked while in combat.
"Yes. There should be higher penalties for re-selecting your skills." means that you want it to be changed, and made so that it is harder to switch your selection of skills.
"Yes. The current system is simply not enough GOD-mod" means that you want it to be changed so that it is easier to change between your sets of skills, possibly by starting with all slots unlocked, or having hotkeys for sets of skills.
To the next question:
"Only allowed in town" - Re-selecting is allowed only while in town.
"Bought from a trainer/vendor" - Pay gold to respec
"Locked in certain areas" - The system is the same as now, but while you are in certain areas you cannot respec
"Each respec with a timer" - Each time you respec, you cannot do it again for a short (or long) period of time. Can be slot related (each slot has it's own timer), or bar related (the whole bar is locked for a period of time)
"Other" - None of the above, something else. Feel free to post your suggestion.
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I don't know if this was suggested...
I just realized that the solution to the respecing can be a town-only rule, that you can only respec in town.
Thoughts?
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Yeah baby, yeah