rainger, in D2 when they made changes to items it was always on future drops and did not modify existing items at all. And like they said with Legendaries, future drops would be better (whenever they make the change) but existing ones won't change.
They did later make a different statement about improving existing ones possibly as well.. but the past method has always been new items only. Makes me think something in how their item databases are setup its hard to change existing items.
Maybe in D2 it was a technical limitation, but I don't think that would be the case in D3. I think the reason why they aren't increasing past dropped legendaries is because it's a buff. Buffs are only 'from this point forward', and nerfs are 'everything'. Just my thoughts.
From the patch preview:
The first is to simply reduce the value on all the items to their desired values. In general our desire is to never change items as that makes them feel less concrete, but the upside is you would still be able to look at an item and know exactly what you are getting.
"reduce the value on all the items" To me this means just that, all items, not just items dropped after the patch.
We don't know yet. If they just change whats on gear, it will likely not affect gear we already have, just whats dropping. So buying gear right now with it would most likely be okay. This was stated as what they were leaning towards right now. But if they actually decide to change it up to make IAS have DR, then it would mess with us. It's a big nerf in my eyes to almost all the classes, I'm not sure why they are doing it. They say that people view it as too much of a must have stat, but that won't change, it will just mean that 1h cross bows will likely be a bit stronger, and xbows will likely fall out of favor if your not running a crit build, because you won't be able to get their speed up as high as you need to feel comfortable. I'm sitting at like 1.9 right now, and any slower seems horrible with my xbow, if I wasn't able to keep it that high I would definitely change weapon types.
It's going to mess with upgrading later on as well if it is just on gear that drops in the future. Because it takes a great deal of other stats to make up for IAS, which means that you'll find a lot of gear that is level 60 won't be as good as your gear that was level 45-55 because you can't keep the same IAS.
What makes you think that if they reduce the amount of IAS on items it will only affect items that drop after the patch? Did they state this somewhere? I would think that if they made this change, it would reduce the IAS on all items (currently owned as well as dropped after the patch). If they did what you are saying, it would make items that dropped before the patch with IAS on them extremely broken/op/valuable, which I don't see happening.
I often use this same build same runes too cept I go with companion ferret over caltrops (im a gold whore), and cull of the weak over sharp shooter because its boosts elemental shots damage with the cold rune. Also for preparation I switch between life regen or no cd 30% depending if I have monks on my team heh (usually do).
Edit - Also I use grim reaper on marked for death It works well for mobs and rare/champ packs.
I'm not sure which is better in terms of cull the weak vs sharpshooter with my current gear / crit chance.
I also swap between the healing / chance for no cd rune as well as the marked for death rune depending on group setup.
Now I used frost arrow very very briefly and was underwhelmed. It's something I should probably revisit to check out. Hungering arrow confuses me here too. It's only 115% weapon damage, minus the pierce chance. The pierce is obviously way more damage, but I thought on single target this was rare, and even when it did pierce it wasn't guaranteed to come back and hit the same target. I also used valley of death for awhile, but i found that most things i'm trying to kill dont stay still long enough for it to be a benefit in valley circumstance. Also, I run mainly solo.
I like bola shot with the thunder because I have on several occasions spammed it on a champ and simply did not see him move until he was dead. Fast attack speed allows enough explosions to completely immobilize sometimes.
With hungering arrow you can shoot it at things off the screen and it will make contact with its homing/seeking ability. I haven't really been a fan of borla shot (the delay seems counter-productive to me).
Frost arrow for aoe and slow, caltrops for root, hungering arrow for single target, smoke screen for survival, preparation for more smoke screen and heal, valley of death for more damage for the group.
Damage over time effects do not stack in diablo 3. Every time you use the same dot on the same target you do only reset the timer to the maximum duration. This does prevent extreme damage numbers from long time dots. The dot effects are balanced to make good damage over a longer time allowing you different actions in the mean time. They have the best damage to cast time ratio.
Thanks for the research. This is also the reason why people are saying "legendaries aren't good". Item quality is based on such random ranges that you could have a top-end rare that is much better than a mid-low end legendary.
I am in the same boat..Thinking about playing Diablo this weekend all day today. Time goes so slowly...
Its horrible, There is absolutely nothing to do and everyone else got the day off for the long weekend! D,:< I'm a bit happier now though knowing no one else can play atm! >
What's the occasion? What long weekend? I am oblivious to every "holiday" as I only get off for New Years Day, Memorial Day, Independence Day, Labor Day, Thanksgiving Day and Christmas Day :(.
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Maybe in D2 it was a technical limitation, but I don't think that would be the case in D3. I think the reason why they aren't increasing past dropped legendaries is because it's a buff. Buffs are only 'from this point forward', and nerfs are 'everything'. Just my thoughts.
From the patch preview:
"reduce the value on all the items" To me this means just that, all items, not just items dropped after the patch.
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What makes you think that if they reduce the amount of IAS on items it will only affect items that drop after the patch? Did they state this somewhere? I would think that if they made this change, it would reduce the IAS on all items (currently owned as well as dropped after the patch). If they did what you are saying, it would make items that dropped before the patch with IAS on them extremely broken/op/valuable, which I don't see happening.
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see his original post at the top of the thread.
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I'm not sure which is better in terms of cull the weak vs sharpshooter with my current gear / crit chance.
I also swap between the healing / chance for no cd rune as well as the marked for death rune depending on group setup.
With hungering arrow you can shoot it at things off the screen and it will make contact with its homing/seeking ability. I haven't really been a fan of borla shot (the delay seems counter-productive to me).
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http://us.battle.net/d3/en/calculator/demon-hunter#aRYXVj!YeT!YZZZbZ
Frost arrow for aoe and slow, caltrops for root, hungering arrow for single target, smoke screen for survival, preparation for more smoke screen and heal, valley of death for more damage for the group.
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"Summon 3 Zombie Chargers that each deal 72% weapon damage as Poison."
They each deal 72% weapon damage. If all 3 hit the same target it equals 216% damage, whereas without a rune the single zombie deals 205% damage.
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What's the occasion? What long weekend? I am oblivious to every "holiday" as I only get off for New Years Day, Memorial Day, Independence Day, Labor Day, Thanksgiving Day and Christmas Day :(.
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