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    posted a message on SK Inferno stats
    they must have armor (probably), as they have resistance and its pretty much same thing (except armor DR everything, and resistance are do this by "damage type")
    Posted in: Diablo III General Discussion
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    posted a message on SK Inferno stats
    i have one fear for that guide, it have numbers different from what we seen (SK), and blizz gona make day 1 patch with some changes, so i think this guide can become outdated even before it ships from store to owners.
    ps. but anyway its shiny, and i pre-ordered Limited edition from amazon))
    Posted in: Diablo III General Discussion
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    posted a message on SK Inferno stats
    Quote from Azidonis

    Quote from nebenhand

    with a 500 dps weapon + 1500 (any stat) 1.5APS and normals skills its more like 20 000 dps at the start of inferno and much more at the end

    It makes me wonder how they fought bosses for many hours then. If 4 players do 5k dps can kill a 15 mil hp monster in 12.5 minutes (roughly), how are they fighting bosses for hours?

    Somewhere, some of this information does not seem to match up... unless they are just so focused on sheer survival that the fights are drawn out by mechanics, not necessarily by the number crunching.

    And I would assume that, like Hell mode in D2, monsters in Hell and Inferno will have regeneration rates. Also, since the boss "arenas" are on lockdown until the group kills them or wipes, it makes it even more interesting. Of course, the bosses completely reset in the event of a wipe.
    Don't you people think that monsters have damage reduction and resistances too?
    Posted in: Diablo III General Discussion
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    posted a message on Tier 16 Monk with no helm?
    maybe there no helm on t16 because its like t1? i mean some jewel on forehead?
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Diablo III Launcher Story
    Russian? Isn't it out of client until june 7?
    Posted in: News & Announcements
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    posted a message on DiabloFans Calculator Build Contest (ONE POST ONLY)
    Boris Bullet-dodger.
    http://us.battle.net/d3/en/calculator/monk#aRXjVg!fWZ!ZY.aca
    PvE build for tanking, that also heal and buff damage to everyone in party. Gear will be Dex\Dodge\Crit mostly to raise dodge and make higher output of monks few rapid attacks. Crippling Wave + Cyclone for aoe, and Crippling Wave mixed with Fists of Thunder + Seven-Sided strike for single target handling. Dual-Wielding ofc, to get more second stat bonuses.
    I like that build because - you know, everyone like play dd, and someone there must heal them, and protect :ninja:
    Posted in: Diablo III General Discussion
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    posted a message on Huge Arcane Power Gerneration Change!
    Quote from jaclashflash

    Quote from kendro1200

    I'd actually suggest changing the Electrocute skill rune to Chain Lightning, you'll get more mileage with Prodigy that way. The way the passive Prodigy is currently worded and with no internal cooldown, it really does suggest that each individual damage will generate AP. I imagine this will be fixed in future patches by either the passive being changed/reworded or something changed towards the interaction between Chain Lightning and Prodigy.

    They nerfed all the regen signs so hard, yet you seriously think they are going to let prodigy just slide on by?
    Why not? vs Bosses it will give you just 4ap.. no more..
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Arcane Dynamo Hydra Build
    imho Missile not the best thing to combo with Dynamo... it after all shoot just one thing, and Electrocute do damage 3 - 6 times per cast
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Energy Armor, worth it?
    I dont remember oblivion knights being such a pain in butt... but i really remember act3-4-5 ghosts with lighting.. who was on the other side the most deadly thing
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Energy Armor, worth it?
    ok, correct numbers
    lvl1 with 1(1)res - have 16.67% reduction against his lvl
    lvl2 with 1(1.2)res - have 11.50% reduction
    lvl3 with 2(1.6)res - have 9.64%
    lvl4 with 2(1.9)res - have 8.67%
    lvl7 with 1(1.4)res - have 3.84%
    lvl11 with 2(1.8)res - have 3.17%
    lvl12 with 9(9.2)res - have 13.29%
    seems its not so plain degradation of stat \= need someone else to fill res for other levels.

    As for other classes i'm pretty sure there will be +XXX resistance items and at least monk can raise all his resists to same lvl as most higher one (and that passive means that there will be +particular resist suffixes for sure)
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Energy Armor, worth it?
    2Mysticjbyrd Resistance scales with level, and checks lvl of target. ie 1 resistance on lvl 7 give ~4% reduction vs same lvl, and 2 res on lvl 11 give only 3% against its lvl. 9res on lvl 12 give 13% res against its lvl.
    this means that around lvl 60 you probably need 50-70 (if not more) resistance to get one percent reduction, against your level opponents. But don't forget that Inferno mobs have higher lvl then players, ie your resistance will be even less effective against them. So i don't think that even numbers you mentioned are making its safe...
    ps. what i mean is - they probably use same system as in wow, ie "secondary" stats are degrade when you gain levels, and are degrade further vs higher lvl targets.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Energy Armor, worth it?
    except that there's no more Int from Soul Harverst and feast is only potentially boost = you probably not see more then 1-2 globes at once on elite mobs\bosses on harder difficulty (or you just don't kill them fast enough to spam globes for desired effect)
    http://d3db.com/tool...or/witch-doctor and this is for WD, Wizards don't have such boosts.
    ps. AP from crits/+AP on orbs are more like block chance on shields, and Int on orbs (resist and you bonus damage) will be a lot rare on shields and it present on orbs (again, its bases only on beta yet)
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Energy Armor, worth it?
    orbs have gain power on crit, which works fine with aoe. And about resistances - prismatic say it give 120% not 120 resistance - and 120% from zero (and i don't think that number that you will get as passive res. from Int will be that high) are still zero.. and hell\inferno will probably reduce your starting resistance under zero like in d2.
    ps. and i'm unsure that even 1k armor shield give you more then 3-5% of damage reduction.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Let's Get Realistic -- Inferno Wizard Build
    noobs will be at even less choice, as they can't take whatever skill for whatever slot they want. they will be forced to take one skill out of the list of exactly 2-4 options. Like when you click by default at first skill window you only get signature spells there... and on second skill slot (lvl2) you get option of Arcane Orb/Ray of Frost/Arcane Torrent/Disintegrate - with later three not available to you yet.
    ps. ie they can't take too many offensive skills.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Energy Armor, worth it?
    If OP not planing to playing solo all the time then i think orbs for off-hand are really enough, and you probably don't need "armor" skill if you can keep yourself at distance.
    And we also don't know what bonuses will be on caster off-hand stuff (like now - most of them have + arcane power or something like that)
    Posted in: Wizard: The Ancient Repositories
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