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    posted a message on Rare and Champ packs tied to Bosses
    Quote from Junotekh

    killing a boss is just as good as killing a champ/rare -.-?

    I doubt that is it as it would encourage boss runs over exploration, for the simple reason that you always know where the boss will spawn.

    It is likely the second idea listed in the OP, though maybe with some additional complexity to encourage grouping instead of splitting your party to the four corners of the map. For every player within (radius) of a champion/rare pack kill, boss magic find is increased by (fixed percentage)/(number of players in game). Or something similar.
    Posted in: Diablo III General Discussion
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    posted a message on Just got my 4th D3 Beta key... BUT
    Laaaaaaaaaaaaaame
    Posted in: Diablo III General Discussion
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    posted a message on Just got my 4th D3 Beta key... BUT
    I don't think anybody has asked the obvious yet, so....

    Can I have the key please? I would put it to good use.
    Posted in: Diablo III General Discussion
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    posted a message on Why Any Skill at Any Time is NOT bad!
    The current implementation of the skill and rune systems is perfect for me. I won't have nearly as much time to play this game as I'd like, but want to get as much out of it as I can. The swappable skill system will give me a chance to fully explore 2-3 of the classes.

    Putting any kind of restriction on skill swapping (beyond the current minimal time restriction) would ultimately slow down the process of seeing all a class has to offer. For the time-restricted gamer, I imagine that has one of two outcomes: you either play fewer classes or you limit yourself to only seeing part of what each class brings to the table.
    Posted in: Diablo III General Discussion
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    posted a message on Mechanics of channeled spells
    Thanks for the detailed response. That makes a ton of sense, but maybe you could clarify one more thing for me. How do on hit effects work? I get what you are saying about crit chance increasing the damage for the duration of that tick, but what about something like chance to stun? In the example of sweeping a beam across a group of skeletons, is the stun chance recalculated for each skeleton?

    If so, maybe they limit it to one stun chance per enemy per interval.
    Posted in: Theorycrafting and Analysis
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    posted a message on Mechanics of channeled spells
    In December, Bashiok posted:

    "The tick rate of channeled skills is currently scaled by your weapon speed. This has the side effect of making the resource cost go up, which we’re okay with. It’s consistent with the philosophy that faster speed weapons consume more resource but may do more damage."

    So I think this means that if my Wizard wields a weapon that attacks twice per second, the damage for disintegrate will tick at the same rate, or at least some rate which scales with the weapon speed. Demon Hunter Rapid Fire might be an example where the spell damage pulses at a faster than weapon attack speed rate. Either way, it implies there is a window of time between each damage tick.

    Does this mean it would in theory be possible to alternate the beam between two enemies and have it always miss one enemy? In other words, every time the damage ticks, it is on enemy 1.

    Or maybe the damage clock resets when the spell hits a new enemy, but in this case you could speed up the DPS by juggling the beam between multiple targets.

    I'm not in beta so can't test it out, but does anybody have insight into how this works?
    Posted in: Theorycrafting and Analysis
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    posted a message on Sets
    I like the idea of sets, but never, in all the Diablo and Diablo-like games I've played, have managed to acquire more than two pieces from a single set. Maybe, maybe, three. Once.

    I'm not arguing against their inclusion, but if they are in the game, they should be some of the best gear. Echoing the sentiments of some earlier posts, if you actually come up with a complete set it should be worth equipping.
    Posted in: Diablo III General Discussion
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    posted a message on DiabloFans Calculator Build Contest (ONE POST ONLY)
    http://us.battle.net/d3/en/calculator/demon-hunter#acXUfh!bUY!YcZaZZ

    The key to this build is to spread Marked for Death via the Contagion rune while channeling Rapid Fire for as long as possible. Preparation with the Punishment rune should effectively double the length of time Rapid Fire is up.

    The other three skills augment hatred generation.
    Posted in: Diablo III General Discussion
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    posted a message on Diablo III Beta System Requirements
    Not in the beta, so I played through Titan Quest pretending that it was Diablo. I came to realize though, Titan Quest is a pretty nice looking game on high settings. It made me wonder if Diablo would look any better on my aging machine. ie. I could set everything to high on Titan Quest, but doubt very much I can do the same in D3. Titan Quest was fine, except for two sections of the Immortal Throne which really dropped in fps.

    Does anybody in the beta have similar specs? If so, how does it run?

    I figure the bottleneck will be my cpu. I use a fairly low resolution (1440x900), so maybe that will be my saving grace.

    CPU Type:
    Intel® Core™2 CPU 4300 @ 1.80GHz
    CPU Speed:
    1.82 GHz
    System Memory:
    3.5 GB
    Video Card Model:
    NVIDIA GeForce 9800 GT
    Posted in: Technical Support
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