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    posted a message on Exclusive Livestream! - DiabloExpressions and DiabloSanctuary TONIGHT! -
    I'm excited :}

    I'm particularly interested to know your comments regarding the new group magic find average sharing .....

    http://diablo.incgam...rough-the-party


    Because i'm of the same opinion as this other guy

    Quote from GamerZero

    Quote from Zaagazug

    My point still holds - someone stacking MF compared to someone that does not at the same gear level will have lower survivability or lower DPS. It is really as simple as that.

    This system is very fair.

    You are assuming all stats are equal in value and every character will have the same gear level. You are also assuming one stat can increase kill speed equal to the % MF given up. Very poor assumptions. Different stats will be worth more to players and thus cost more.

    With +100% MF you can kill at half the speed and get the same number of rare items. There is no way one minor stat will be enough to offset the beneift MF% gives. One stat will not double my kill speed. I agree there is a minor stat penalty to take MF. However, this minor stat will not be enough to decrease kill speed to the point where MF% is not beneficial. If that were the case nobody would use it. In order for shared MF% to work, other players will have to increase my kill speed to offset my loss in MF. If I share MF% with one other player and I drop from 100% to 50%, the other player would have to increase my kill speed by 33%.The higher the MF% shared, the faster the kill rate must increase. One stat choice will never accomplish this, especially when its obscure stats that are given up for MF.

    http://www.diablofans.com/topic/36419-magic-find-was-per-player-is-it-still/page__st__60



    So e.g.

    if each of the 4 players had 25% MF, total would be 25x4 = 100 % the group has. So when you then average it out between the 4 players that will be 100% divided by 4 = 25% .... so the final MF each player gets is 25% ....

    But realistically speaking, nobody is going to have the same MF in the same group. It is possible but it won't be high MF and not likely.

    So if say 2 players had 25% mf, and the other 2 had 0 % mf, the total would be 50% MF. So divide that by 4, then each player gets 12.5% MF .....

    See what just happened there. So from my 25%, i now have 12.5 just because the other 2 players didn't have any MF ?!?!?!?

    This totally kills my appetite for CO-OP if my MF% has to suffer. The only way i will ever benefit is if the other 3 players have higher MF than me, so when you average it out, my MF would be slightly better. The other 3's will come down a slightly, but i'm not the type to go easy on MF, so i don't think they would necessarily have to worry about that.

    But this is one kind of scenario, and this would entail heavily geared players who have the same ideas as me pimping out on MF.

    In the majority of public games, this will rarely be the case .... so you will end up with the scenario i showed, which is drop in MF% -.-;

    So i would be interested to know more about this in the live stream.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on My Barbarian tank build
    I say mine, but actually i had some tips and advise from others over at the official blizzard forum which gave me some ideas what would work best for a barbarian tank build, and this is what i came up with....


    To this
      http://us.battle.net/d3/en/calculato...bkU!bdc!ZaZZab


      the reason i chose jump over stomp, is because of mobility. The previous build seriously lacked that. There is no way to escape, or move around fast enough to quickly grab enemies away from your team mates.

      Also i noticed that the jump modifier has a larger range for grouping monsters to you, also having 2 second shorter cooldown, with the same damage output and same fury generation.


      I do have a question though. is it possible to jump and land in the same spot your already standing at ? Because sometimes i don't want to jump away. I just want to jump where i'm already standing so the monsters don't move all over the place.


      Rawries since you got beta could you confirm this for me please.


      PS: i still think the stomp effect will look cooler, but practically the jump seems more superior in terms of mobility, and able to group monsters from a wider radius.



      so this is the summary of my new build


      abilities with no cooldown

      Cleave (bound to left click) generates 5 fury per attack.

      Threatening shout requires 20 fury for each cast.

      Whirlwind requires 16 fury PER SECOND to cast.

      Revenge (this is more of a passive that procs when your attacked)


      abilities with cooldowns

      Warcry 30 seconds generates 30 fury

      Leap 10 seconds generates 15 fury


      So i start off by doing the following in this order.

      1. Buff up using warcry (always recast this every 30 seconds from the initial time you use it to keep generating fury. I'll bind this to number 2 on keyboard)

      2. Leap to where the enemy is. have to make sure it hits the enemy for me to generate fury. if you leap but don't land on anyone, you don't get fury. Also this helps with doing some damage although this won't be my main damage (anyway keep leaping onto enemy every 10 seconds from initial cast. This will be bound to my right click)

      3. Use threatening shout. Because once you've reached the enemy, you need to immediately taunt them using this so they stick to you and not run to your team mates. There is no cooldown but recasting many so soon adds up. So i will use this sparingly when necessary. (but of course i will have to ALWAYS recast this every 6 seconds minimum, because that is how long the taunt effect lasts. I'll bind this to number 1 on keyboard)

      4. when my fury orb is like 70-80% full, i will start dumping fury on Whirlwind which costs 16 fury per second to use. This is my main damage output and where i will be dumping all my excess fury on. I will however make sure not to over spend fury, by keeping at least 20 fury available for my taunts. So the trick is not to use up fury just as soon as you get it. You need to stock it up to almost full, before you start dumping it on whirlwind, but even then save enough for the taunts just in case.


      5. Revenge doesn't have a specific order because it's a passive. So during the whole process of tanking the mobs, it will proc and also deal damage to enemies as well as heal me :} it's pretty awesome.


      So ...


      2, right click, 1, left click repeatedly on enemies, 1, right click, 2, 1, right click, 1, 2, right click, 1, right click, 1,2


      Something like that :}


      Source:
      http://us.battle.net/d3/en/forum/top...0664687?page=1
    Posted in: Barbarian: Bastion's Keep
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