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    posted a message on Auction House Flipping. How to be successful?
    When bots dont have context, things can be funny

    EDIT: And when bot posts get deleted, I no longer have context. Oh dear.
    Posted in: Diablo III General Discussion
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    posted a message on New Powerleveling Exploit: 5 Billion XP / Hour
    How quickly can you go from 1-70 using this?
    Posted in: Diablo III General Discussion
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    posted a message on FO/Electrocute Nerf - Next build?
    Quote from Vagrancy

    I'm not seeing such drastic DPS loss from my own experiences, the things I notice most are that I can no longer generate AP as fast which does result in an overall DPS LOSS and that the chill effect is probably half of what it used to be. I think the electrocute nerf was a bit much and I hope they monitor this change specifically and evalute it moving forward.
    It does feel like I lost pure damage, but the change to AP generation really hurt me especially since I can't really get APoC on the items that I have right now. I am tempted to switch back to my old chantodo's offhand for the APoC that it had.The area dmg can be felt particularly hard with waller packs too. You used to be able to black hole them closer to the wall and just explode on the wall and itd still hit them, now it seems to be difficult to get them close enough.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Are whites worth killing in rifts?
    Quote from Fitsu
    Quote from shaggy

    I would be shocked if skipping white monsters in a rift would be a good idea. But I've been wrong in the past.
    well with that question more or less answered, could I ask another... do you guys clear a rift till the end or leave once the rift boss is dead?
    If it is a zone that has tons of elite/champ packs I will clear it out (the prison ones usually have a lot of champ/elites), if it is just an average zone I just start a new rift.
    Posted in: Diablo III General Discussion
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    posted a message on Legendary Drop Rate Modifiers Analysis - Rifting versus Non-Rifting, Equation Basis, and Magic Find Implications
    Quote from Bulrug

    I think people should stop complaining about drop rates. Its a video game, you're either going to play it or you're not. If the drop rate is 2% are you going to play the game more than if it was 1%? Just play the damn game and quit complaining. Play whatever torment level you're comfortable with or have fun on. The more gear you get the harder it will be to find upgrades, that's true for any game built around this concept.
    Think you stumbled into the wrong thread my friend.
    Posted in: Theorycrafting and Analysis
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    posted a message on Legendary Drop Rate Modifiers Analysis - Rifting versus Non-Rifting, Equation Basis, and Magic Find Implications
    Quote from chalon

    This post is built on a completely incorrect assumption. It was confirmed by Lylirra in that very same thread that it is, in fact, a 15% multiplicative per torment level buff (eg 1.15^N):http://us.battle.net/d3/en/forum/topic/12413271220?page=13#241

    Taking this into account, the drop chance for 150 MF is effectively the same thing as farming a rift one torment level higher. That is to say, farming a rift on T3 with 150 MF is effectively the same thing as farming a rift on T4 with 0 MF. It is nowhere near the drop chance of T6 rifts, as shown in your standard extrapolation graph on the right.

    Very disappointed to see such clearly incorrect and misleading information be prominently displayed on the front page of the site.
    Does this take into account that MF towards legendaries is only 10% effective?
    Posted in: Theorycrafting and Analysis
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    posted a message on Legendary Drop Rate Modifiers Analysis - Rifting versus Non-Rifting, Equation Basis, and Magic Find Implications
    Quote from Doniazade
    The derivation will be omitted, but the end result is the following expression (where N again is a torment difficulty value):
    Can you please post the derivation because I don't see where that equation comes from. It seems unreasonable. Increasing the health of the mods increases the drop rate of legendaries, what? And (health_n+1/health_n)^1/3 will always be 1.6^1/3 ~= 1.17 since health increase is 60% per T.

    Also y-axis from 0 would make for a more honest comparison.
    He probably assumed that blizzard wanted some kind of roughly equivalent droprate based on the time it takes to kill enemies so he used health to calculate it. The math doesnt necessarily check out though, as you say. His formula has no more ground to stand on than the assumption of 1.15^N.

    Really, you cant calculate the droprate bonuses when given only 2 points of data. There are an infinite number of equations that would satisfy those requirements. For now at least, the best guess might be the simplest (1.15^n)
    EDIT: In light of the post above me, it really is 1.15^n
    Posted in: Theorycrafting and Analysis
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    posted a message on Can somebody please explain to me.........
    Sometimes you can DC for a few seconds then reconnect fine. So it isn't all bad.
    Posted in: Diablo III General Discussion
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    posted a message on T1 Bounty And Rift Loot Distribution (Video)
    I dont speak for everybody, but I think some people get discouraged with 1 legendary/hr average droprates (which is about what you look to have gotten). It isn't necessarily the droughts but just that no matter how you look at it, it is about an hour for one legendary.

    Rather than have all this stuff about RNG, we should all be asking "what droprate would feel good but is not so much that you gear too quickly". Keep in mind this would be an average droprate. Is 1/hr enough? Should it be 1 every 45 minutes?
    Posted in: Diablo III General Discussion
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    posted a message on Lets discuss AR and other defensive stats. Also, I need some help!
    Quote from Loroese
    Quote from TheRabidDeer

    I swapped my AR paragon points to life regen at 70. Not sure if it is actually better, but ~8k life regen/sec feels better than 235 all resist.
    Personally I like the AR more than Life regen because I used my other points on LoH. With around 6-8k LoH I don't really need much life regen, and the AR makes LoH even better since AR mitigates damage. I only have 42 points in AR but without it, I take almost 16% more damage.
    I use LoH and regen, I have enough toughness to do T2/3 in my DPS gear but healing it back feels too slow.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Lets discuss AR and other defensive stats. Also, I need some help!
    I swapped my AR paragon points to life regen at 70. Not sure if it is actually better, but ~8k life regen/sec feels better than 235 all resist.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Posible bug on Id'ing or Enchanting?
    http://us.battle.net/d3/en/forum/topic/12329933277?page=2#33

    "Additionally, to clarify what the problem actually is here; the stat shown in the Enchanting window is incorrect, and the stats listed on the item itself are the correct possible rolls for the stat in question. The possible properties window is what is being fixed."
    Posted in: Diablo III General Discussion
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    posted a message on Mystic; RNG is not RNG
    It is possible that there are bugs, people shouldn't always discount things as simple RNG. Just look at mighty belts/xbows dropping.

    I wonder if anybody else has had a similar problem: I like 1h xbows on DH and I want to level my DH up, so I tried rerolling a few 1h xbows that had dex + socket for lower level req. I have rolled several to the million+ gold reroll range and haven't gotten lower level req. Has anybody else experienced this as well?
    Posted in: Diablo III General Discussion
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    posted a message on Gear advice (+cold dmg or no +cold dmg)
    Quote from Protax010

    It's all about EDPS :)
    I know, so which one is better? lol
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Gear advice (+cold dmg or no +cold dmg)
    Quote from srathgar

    your stone of jordan is better. the cold dmg isnt calculated with the % increase below, so the 14% increase in dmg will not cover the 16% cold dmg increase.

    also, 25% increase dmg on elites is HUGE, and speaking from a frozen orb wiz with quite decent gear, i 1/2 shot most ev erything on torment 3, only elites are a bit slower.
    Yea, I knew for elites but more for general practice.

    So if an item has 11% cold dmg, but is -10% sheet DPS is it better?
    Posted in: Wizard: The Ancient Repositories
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