- Whizzleteeth
- Registered User
-
Member for 12 years, 1 month, and 25 days
Last active Fri, Jun, 29 2012 12:53:07
- 0 Followers
- 62 Total Posts
- 7 Thanks
-
May 4, 2012Whizzleteeth posted a message on Official BradyGames Diablo 3 Strategy Guide Preview (Inferno Monster Stats, Monster Affixes, Achievements)Well, the preview did the trick: I just ordered the hardcover version from amazon. The "strategy" side of it is meaningless to me, but I'm a sucker for beastieries, even if the numbers are likely to be quickly outdated. Worth it for the time I'll spend reading it on the can, I say!Posted in: News
-
Apr 13, 2012Whizzleteeth posted a message on Battletags can be changed, Patch 16 Changes, Battle.net Mobile Alerts, Blue Posts, Micky Neilson InterviewI have an ID for SC2... name#NNN. Is this the same thing? I assumed the SC2 ID would be the one I use across all battle.net games.Posted in: News
- To post a comment, please login or register a new account.
0
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.
0
0
Can I have the key please? I would put it to good use.
0
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.
0
If so, maybe they limit it to one stun chance per enemy per interval.
0
"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?
0
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.
0
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.
0
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