If I understand correctly, the flow of mechanics are:
1. Incoming damage reduced by armor and resists
2. Take 35% from character HP
3. FA absorbs 65% of HP's worth from damage
4. Subtract the remaining damage from HP
Is that about right? Thanks again.
Step 3 should be 100%
If the damage is <35% of your health then you take the damage.
If the damage is >35% and <135% of your health then you take 35%
If the damage is >135% then you take the damage - 100% of your health
I didn't think this would get nerfed until I saw that video. This has been my plan since critical mass was announced/released. I figured that the ICD would already be there, but the skill combination will be useful. What separates this from force armor is that force armor was essentially one skill that required you to gear counter-intuitively (minimize +vit). This is a 3-skill combo that encourages you to gear intuitively (maximize your stats). Once the ICD is in there, this won't make you invincible, but it will keep you alive in Inferno, but only if you game plan. I think that's the type of thing they want to see in inferno. Skill combos + gear + tactics = difficult but doable.
Do I honestly believe that Bliz didn't think of it? Considering the general disaster right now with so many game-breaking issues, you better believe it.
what in the hell is gambreaking issues found now, affects if blizzard thought of that particular build (wich is pretty easy to come with really) 6 months before the game was out?
What?
I'm not sure either, but I think he's trying to ask which game-breaking issues, that were just found, affected Blizzard not being able to think of that build 6 months before the game came out?
To answer that question, nothing, but I think that Blizzard tested the game like a normal person not trying to game the system. I don't think that Blizzard is going to take low Vit builds into account. At the same time, there are still plenty of things that can kill someone with low health totals like 3 35% hits in a row. I think they probably thought about that and decided it wasn't worth trying to account for until they could see how people used it.
I do expect a nerf, but not to the point that it is unusable. I would think that maybe changing it to 40-45%, having it only work once every 5 seconds, or having a maximum number of times that it can work during the spell's duration would all be effective ways of nerfing it without making it useless.
Let's say you have a weapon that does 15 damage and gets you 1.3 attacks per second and another weapon that does 13 damage and gets you 1.5 attacks per second. They both do the same DPS (19.5). Now, let's say you get +5 damage from from your equipment. The first weapon now does 20 damage and 26 DPS. The second weapon now does 18 damage and 27 DPS. The reason? That +5 is getting applied an extra .2 times per second with the second weapon, which accounts for the extra 1 DPS.
Basically, if you have a lot of +damage on your gear, then a higher attack speed is probably going to help you out more because then you are maximizing both multiplicands instead of just one.
The goal of this build isn't really to tank, but at least draw aggro and control the crowd. My first runthrough will be with a Monk, Demon Hunter, and Witch Doctor, so my job is to make sure that they don't die.
Electrocute (Chain Lightning) - Hits 6 targets increasing chance of a critical hit per cast.
Frost Nova (Deep Freeze) - Increase chance of critical hits. Freezes enemies to protect me.
Diamond Skin (Enduring Skin) - If my health drops low, keeps me from dying.
Blizzard (Frozen Solid) - Lots of damage plus freezing
Storm Armor (Reactive Armor) - Shock enemies near and far.
Mirror Image (Mirror Mimics) - Used to draw aggro away from me. Allow them to do damage so that if they can cast storm armor they have a chance to shock enemies. If they can't cast storm armor then I'll just give them more life.
Paralysis - Makes Electocute and Storm Armor stun people.
Galvanizing Wizard and blur should be obvious.
Basically, just go around and hopefully freeze and stun a bunch of things. If they aren't frozen or stunned, then hopefully they are attacking my mirror images. If I do get attacked, then Galvanizing Wizard, Diamond Skin, and my healing Monk should be able to take care of me.
Some of the comments on that post are pretty funny. "Sorry, Blizzard. Got tired of waiting and moved on to Skyrim." As if those people aren't going to be the first ones in line when the game comes out.
I'm hoping for two expansions, but I'm only really expecting one. One after 3 years, a second 3 years after that, then Diablo IV 4 years after that provides a nice stream of content and a 10 year cycle for the series, which seems reasonable.
In each expansion I'd like to see
1 new class
5 or so new skills per class. I don't really want synergies, but I'd like it if skills worked together a little more. If they don't have this in the main game already, I'd like for runes in Skill A to affect Skill B if the rune in Skill B triggers Skill A, e.g. If you use Teleport to drop mirror images and you place a rune in Mirror images to drop 4 mirror images, when you teleport, you should drop 4 mirror images instead of 2.
1 new rune
1-2 new Acts
Level cap raised by 10-20 (offsets extra XP from new acts).
New PvP types. I enjoy cowing and farming as much as the next guy, but PvP is where unique end game content comes in. Something that rewards advanced strategy like Guild Wars did would be awesome.
Maybe allow for runes to be placed in equipment to do other things. Then you have even more decisions to make with runes. It could be combined with the talisman/charm idea as well.
Higher resolutions support so that maybe we can get more players in parties.
As for the new class that hasn't been done before, I wonder if they could do the rage builder/spender mechanic with life instead. Something along the lines of a blood ritualist. Call spirits, life leach, take control of demons, shift shapes, etc. Basically, something that even in the realm of Diablo seems to be unnatural.
So what co you guys think of the new Passive? I think it will make builds based on signature spells and tons of cooldowns quite a bit more effective.
High precision, very high attack/cast speed... With 50% chance to crit and 2 casts a second you could easily cut your cooldowns in half as long as you keep blasting something. I know some skills in D2 that could cast much faster than twice a second too.
Assuming constant combat and 50% Crit chance:
2 casts a second -50% cooldowns
4 casts a second -66% cooldowns
10 casts a second -80% cooldowns
Also assumes that there isn't an internal cooldown on the CD reduction proc.
Something interesting to know would be if AoE and damage-over-time procs multiple CD reductions. Anyone in the beta want to do some testing?
Where are you getting these -% COOLDOWNS?
It just says 1 second.
And 10 casts per second?!? Not happening. Even if you use electrocute, which now casts TWICE as fast as normal.
PS: This is not OP, Wizard Utility skills are not IWIN buttons.
At 50% crit rate and 2 casts per second you will crit approximately once per second. 1 - (1/(1+x)) is the formula you would use once you know your crits per second to find the decreased cooldown rate. So 1 crit per second gives you -50%. 2 crits (4 attacks) per second gives you -66%. Since we know that x = y*z*w where y is your number of attacks per second, z is your chance to crit on each attack, and w is the number of times that each attack can crit (spectral blade can crit 3 times per attack), you can turn the formula into 1-(1/(1+yzw)) and use it to calculate for other percentages. To get to 10 possible crits per second, you would need to cast spectral blade about 10 times every 3 seconds or 3.33 times per second.
CPS(Crits per Second) = y*z
where
y is your number of attacks per second
z is your chance to crit on each attack
"w" is extremely presumptuous, and covered by "y" anyways.
Example, 4 attacks per second & 50% crit
CPS = 4 Atk/sec * 0.5 Crit/Atk = 2 Crits/sec
Critical Mass
Your critical hits reduce the cooldown of your spells by 1 second.
In other words,
Crit = CDS(Cooldown Second)
2 Crits/sec = 2 CDS/sec
At that rate of fire and crit rate, you reduce each cooldowns time by 2 seconds (2 CDS/sec).
y*z....thats it, thats all there is too it. Idk wtf your doing, but its wrong.
I would think this has to have some kind of internal cooldown. If it doesn't you have the possibility of Indigo Electrocute knocking off 10 secs of each CD every cast.
Do NOT bring logic in here sir!!!
Instead, we should all just assume a critical mass + ONE or TWO spells can completely reset most cooldowns.
You asked where the percentages were coming from. I'm sorry that you don't understand math. I was just trying to explain it to you.
They just buffed the every living hell out of every melee wizard close range skill.
uhm...? no they didn't. lol.
it said nothing about buffing wizard skills in the beta patch. post where your getting this from
rofl i just looked at the skill calc. they NERFED his melee skills. big time. super nerfed the life regen and the dmg. now its even less likely a melee wizard will work.
in fact it seems every class got a nerf to skills besides the monk, which got a buff. nice
They got buffed, by not being nerfed to oblivion.
1st we have to share skills will a ridiculous flavor build that somehow shares the same skills we do, and now it seems the retarded mage, aka melee mage aka battlemage, will do more dmg than the legitimate wizard.
Give me a bucket to throw up in...I am not sure this game is even worth playing anymore, at least not as a wizard anyways.
i don't see how that is true? a lot if the wizards spells have tons of high damage. and the melee life regen is way too low to be effective in inferno, so he won't survive. so a long -distance wizard still will beat a melee wizard in damage AND ease of beating hell/inferno
I would think this has to have some kind of internal cooldown. If it doesn't you have the possibility of Indigo Electrocute knocking off 10 secs of each CD every cast.
Maybe each cast/attack can only trigger it once. It would still almost guarantee that each cast of Electrocute triggers the ability, but at least it couldn't trigger it 5 times. Of course, that would hurt Blizzard, so maybe it will just be once or twice a second.
So what co you guys think of the new Passive? I think it will make builds based on signature spells and tons of cooldowns quite a bit more effective.
High precision, very high attack/cast speed... With 50% chance to crit and 2 casts a second you could easily cut your cooldowns in half as long as you keep blasting something. I know some skills in D2 that could cast much faster than twice a second too.
Assuming constant combat and 50% Crit chance:
2 casts a second -50% cooldowns
4 casts a second -66% cooldowns
10 casts a second -80% cooldowns
Also assumes that there isn't an internal cooldown on the CD reduction proc.
Something interesting to know would be if AoE and damage-over-time procs multiple CD reductions. Anyone in the beta want to do some testing?
Where are you getting these -% COOLDOWNS?
It just says 1 second.
And 10 casts per second?!? Not happening. Even if you use electrocute, which now casts TWICE as fast as normal.
PS: This is not OP, Wizard Utility skills are not IWIN buttons.
At 50% crit rate and 2 casts per second you will crit approximately once per second. 1 - (1/(1+x)) is the formula you would use once you know your crits per second to find the decreased cooldown rate. So 1 crit per second gives you -50%. 2 crits (4 attacks) per second gives you -66%. Since we know that x = y*z*w where y is your number of attacks per second, z is your chance to crit on each attack, and w is the number of times that each attack can crit (spectral blade can crit 3 times per attack), you can turn the formula into 1-(1/(1+yzw)) and use it to calculate for other percentages. To get to 10 possible crits per second, you would need to cast spectral blade about 10 times every 3 seconds or 3.33 times per second.
0
Step 3 should be 100%
If the damage is <35% of your health then you take the damage.
If the damage is >35% and <135% of your health then you take 35%
If the damage is >135% then you take the damage - 100% of your health
0
It took him longer to post this thread than to RTFA.
0
0
I'm not sure either, but I think he's trying to ask which game-breaking issues, that were just found, affected Blizzard not being able to think of that build 6 months before the game came out?
To answer that question, nothing, but I think that Blizzard tested the game like a normal person not trying to game the system. I don't think that Blizzard is going to take low Vit builds into account. At the same time, there are still plenty of things that can kill someone with low health totals like 3 35% hits in a row. I think they probably thought about that and decided it wasn't worth trying to account for until they could see how people used it.
I do expect a nerf, but not to the point that it is unusable. I would think that maybe changing it to 40-45%, having it only work once every 5 seconds, or having a maximum number of times that it can work during the spell's duration would all be effective ways of nerfing it without making it useless.
0
If you really believe that, then you either don't know how to play the wizard or you expect the game to be a cake walk.
0
Or, go into the options and change it from full screen to windowed mode.
0
Basically, if you have a lot of +damage on your gear, then a higher attack speed is probably going to help you out more because then you are maximizing both multiplicands instead of just one.
0
The goal of this build isn't really to tank, but at least draw aggro and control the crowd. My first runthrough will be with a Monk, Demon Hunter, and Witch Doctor, so my job is to make sure that they don't die.
Electrocute (Chain Lightning) - Hits 6 targets increasing chance of a critical hit per cast.
Frost Nova (Deep Freeze) - Increase chance of critical hits. Freezes enemies to protect me.
Diamond Skin (Enduring Skin) - If my health drops low, keeps me from dying.
Blizzard (Frozen Solid) - Lots of damage plus freezing
Storm Armor (Reactive Armor) - Shock enemies near and far.
Mirror Image (Mirror Mimics) - Used to draw aggro away from me. Allow them to do damage so that if they can cast storm armor they have a chance to shock enemies. If they can't cast storm armor then I'll just give them more life.
Paralysis - Makes Electocute and Storm Armor stun people.
Galvanizing Wizard and blur should be obvious.
Basically, just go around and hopefully freeze and stun a bunch of things. If they aren't frozen or stunned, then hopefully they are attacking my mirror images. If I do get attacked, then Galvanizing Wizard, Diamond Skin, and my healing Monk should be able to take care of me.
0
0
In each expansion I'd like to see
As for the new class that hasn't been done before, I wonder if they could do the rage builder/spender mechanic with life instead. Something along the lines of a blood ritualist. Call spirits, life leach, take control of demons, shift shapes, etc. Basically, something that even in the realm of Diablo seems to be unnatural.
0
You asked where the percentages were coming from. I'm sorry that you don't understand math. I was just trying to explain it to you.
0
He's a troll. Stop feeding him.
0
Maybe each cast/attack can only trigger it once. It would still almost guarantee that each cast of Electrocute triggers the ability, but at least it couldn't trigger it 5 times. Of course, that would hurt Blizzard, so maybe it will just be once or twice a second.
0
At 50% crit rate and 2 casts per second you will crit approximately once per second. 1 - (1/(1+x)) is the formula you would use once you know your crits per second to find the decreased cooldown rate. So 1 crit per second gives you -50%. 2 crits (4 attacks) per second gives you -66%. Since we know that x = y*z*w where y is your number of attacks per second, z is your chance to crit on each attack, and w is the number of times that each attack can crit (spectral blade can crit 3 times per attack), you can turn the formula into 1-(1/(1+yzw)) and use it to calculate for other percentages. To get to 10 possible crits per second, you would need to cast spectral blade about 10 times every 3 seconds or 3.33 times per second.
0