Take her to see Fifty Shades of Grey and then when you get home, handcuff her to the bed; Now you can play Season 2 all you wish.
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ruksak posted a message on Blizzard hates lovers...Posted in: Diablo III General Discussion -
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Bagstone posted a message on CHC vs CHD CalculatorI came across this thread on Reddit yesterday where someone asked whether CHD or CHC is better on a ring. Obviously, the immediate quick answer in my head was "CHD". However, the answer is not always correct - as so often, the right answer is "it depends". As the math went on crazy in this thread, it occurred to me that people were doing more calculus than required to solve the Schrödinger Equation, when actually it's completely independent of your DPS and all other stats besides CHC and CHD. So... I built a super quick single-service webpage that answers that question on first glance - and you don't need a degree in mathematics for that ;-)Posted in: Diablo Tools
http://d3resource.com/critcalc/
(Note: the table looks completely weird in IE... use Chrome or Firefox, please.)
It's pretty simple: On the left, you enter the competing stats on an item (for example, in Reddit OP's case 6% CHC vs. 50% CHD on a ring). In the middle, you enter your current stats - don't forget to include buffs like Bait the Trap or Crusader's Judgement-Resolved or Laws of Valor that you anticipate to have in a rift; at the same time, obviously remove the stats you gain from the item slot you're currently comparing (e.g., in this case, the ring you want to replace).
You'll see the "winner" on the right and how much better the given stat is. Adjust your CHC/CHD value (because let's be serious, getting perfect rolls isn't exactly easy) to see how non-perfect rolls turn out. The table at the bottom will automatically update - and show you how much changes in gear (or buffs) will skew the result in favor of the one or the other stat.
Let me know if you spot any mistakes, or have any suggestions for improvements. Thanks! -
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ruksak posted a message on Travis Day Interview by Diablo IncGamersWhoever did this interview was extremely disrespectful. Doubt this clown will ever be granted another interview. I was actually shocked at how snarky and disrespectful he was during almost every question. Sounded more like one of the brooding, angst ridden Bnet forum posters than anything close to a journalist. Just ....wow at the amateur bullshit this guy pulled.Posted in: Diablo III General Discussion -
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Molster posted a message on Feedback and Known issues for Diablo BuildsKnown Issues
- Users who make a build on mobile lose selected items on save
- When searching via a spell, after the first letter has been entered, it will stop filtering
Upcoming Features
- [build][/build] tag for embedding and sharing your build on the forums
- Show builds you have made on your profile
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Bagstone posted a message on 2.1 Preview - All changes to Legendary Items
This is a collection of all changes to legendary items upcoming in 2.1 - documented in the patch notes and undocumented but as observed on the PTR. I've searched for this, but did not find a concise, complete, up-to-date collection. This is mainly such that I can update my wizard guide as soon as 2.1 hits - and of course to plan ahead which builds might be cool in 2.1. Please shout if you spot a mistake or a missing item! If available, provide a screenshot (link to imgur.com). Note that I'm particularly interested in changes that seem to go unnoticed such as crappy default rolls on items being removed. Some of those might be really interesting, especially since some cooldown reduction or resource cost reduction rolls on exclusive items were removed.
- General Changes
- Helm
- Shoulders
- Amulet
- Chest
- Gloves
- Belt
- Bracers
- Pants
- Boots
- Rings
- One-handed Weapon
- Two-handed Weapon
- Bows/Crossbows
- Orb
- Mojo
- Quiver
- Shield
- Sets
- Season-only Legendaries
- Legendary Gems
- Weapon Procs
- Appendix
► General Changes ◄
Most changes are [/]not retroactive, i.e., you have to find the item anew. There are a few exceptions, like the class set bonus changes, the two-handed weapon buff (up to 30% more base damage), and the arcane damage roll on Moonlight Ward.
Note that life on hit and life regeneration will be buffed and re-rolled on all your existing items - for example, a Royal Ring of Grandeur can roll up to roughly 7500 life on hit in 2.1, so don't be to quick to roll LoH off some items! Existing rolls will be more than tripled when 2.1 hits. Life regeneration will see a similar buff.
A special treat for barbarians: shoulders, chest armor, and two-handed mighty weapons can now roll Furious Charge as well as Call of the Ancients damage.
One of the most important changes is the addition of Ramaladni's Gift, which adds a socket to a (non-socketed) weapon. This is what it looks like. It's tradeable just like an item (for 2 hours within party). It means that you should not re-roll a stat on a weapon right now that has a socket (because you will want to remove that socket come 2.1) and you should not re-roll any stat on a weapon that has a low damage roll (because instead of desperately rolling some other stat to a socket, you might want to add the socket with Ramaladni's Gift and re-roll the damage).
► Helm ◄
Item What's new? Images Gyana-Na-Kashu Fireball weapon damage increased from 300-400% to 525-700%. - Kekegi's Unbreakable Spirit Does not roll cooldown reduction anymore. (Before farming and storing dozens of these note the new Leoric's Crown.) - Leoric's Crown Increases the effect of any gem socketed into this helmet by 75-100%. No longer rolls area damage. http://i.imgur.com/sOACULM.jpg Madstone New legendary power: Your Seven-Sided Strike applies Exploding Palm. No longer rolls life regeneration. http://i.imgur.com/vQrdw6s.png Mask of Jeram No longer rolls all resist by default. - Mask of Jeram Name changes to Helltooth Mask. - Quetzalcoatl Does not roll mana regeneration by default anymore. Can't roll attack speed anymore. http://i.imgur.com/qaa42DI.png Storm Crow No longer rolls life per hit. - The Grim Reaper No longer rolls CDR. http://i.imgur.com/veOmjM4.jpg The Swami New legendary power added: The damage bonus from enemies killed while in Archon form now lasts for 10-15 seconds after Archon expires. Note - currently has a 120 internal cooldown on PTR. -
► Shoulders ◄
Item What's new? Images Firebird's Pinions Does not roll Black Hole damage by default anymore. http://i.imgur.com/J2eRToU.jpg Jade Harvester's Joy Does not roll all resist by default anymore. - Vile Ward New legendary power: Furious Charge deals ~30% increased damage for every enemy hit while charging. http://i.imgur.com/sEPnz1W.jpg
► Amulet ◄
Item What's new? Images Blackthorne's Duncraig Cross Has had its default rolls removed. http://i.imgur.com/hF2C85I.jpg Eye of Etlich No longer rolls all resist and life per hit by default. http://i.imgur.com/roKEZ27.jpg Halycon's Ascent No longer rolls elite damage and elite damage reduction. http://i.imgur.com/2YzXudk.jpg Haunt of Vaxo Now triggers from Stuns performed by pets. - NEW: Hellfire Amulet Can be crafted using the same organs that are required for the level 70 Hellfire Ring. Rolls a random passive of your class. http://i.imgur.com/P1Y6E63.jpg Kymbo's Gold New legendary power: Picking up gold heals you for the amount of gold picked up. No longer rolls life per hit. http://i.imgur.com/bnfrfhf.png Moonlight Ward Arcane damage now rolls 30-40% (up from 20-25%). Existing MLWs will be re-rolled retroactively, though not scale in range (e.g., if you have a crappy 20% MLW it might re-roll to a perfect 40%, a perfect 25% might get re-rolled to the new minimum of 30%). Check PTR for re-rolls of existing MLWs. http://i.imgur.com/tdVJnDO.png The Flavor of Time Now rolls 5 primary stats. - The Traveler's Pledge Has had its default rolls removed. -
► Chest ◄
Item What's new? Images Vyr's Astonishing Aura Does not roll 1-2% crit hit chance anymore. -
► Gloves ◄
Item What's new? Images Marauder's Gloves No longer roll cooldown reduction by default. http://i.imgur.com/Vbua4m3.gif
► Belt ◄
Item What's new? Images Angel Hair Braid New legendary power: Allows Punish to gain the effect of all runes. http://i.imgur.com/ZoquZqE.png Lamentation New legendary power: Allows Rend to be applied twice. No longer rolls critical hit chance. http://i.imgur.com/ZoStbGb.png Saffron Wrap Now rolls resource cost reduction (used to roll on Sash of Knives). Does not roll life % by default anymore. http://i.imgur.com/qvFaewa.png Sash of Knives New legendary power: Chance on attack to throw a dagger at a nearby enemy for 275-350% weapon damage. No longer rolls resource cost reduction. http://i.imgur.com/FXjwlAd.png Vigilante Belt Now rolls cooldown reduction. No longer rolls life regeneration and life per hit. http://i.imgur.com/k5meKt6.png
► Bracers ◄
Item What's new? Images Gundgo Gear No longer rolls all resist and life % by default. http://i.imgur.com/gQd7k4D.jpg Lacuni Prowlers Now roll 5 primary stats. http://i.imgur.com/rS4jcmH.jpg Nemesis Bracers No longer roll movement speed. - Slave Bonds Now roll 5 primary stats. http://i.imgur.com/fjcfxR7.png Strongarm Bracers Now triggers from knockbacks performed by pets. -
► Pants ◄
Item What's new? Images Blackthorne's Jousting Mail No longer rolls life per hit and life %. http://i.imgur.com/ff37IIW.jpg Depth Diggers New legendary power: All resource generators deal 80-100% more damage. Does not apply to wizards' and witch doctors' primary spells. http://i.imgur.com/qzLteRg.png Hammer Jammers Now roll 5 primary stats. - Vyr's Fantastic Finery No longer rolls all resist by default. -
► Boots ◄
Item What's new? Images Blackthorne's Spurs No longer roll movement speed by default. http://i.imgur.com/3AuPihK.jpg Firebird's Tarsi No longer roll movement speed by default. - Natalya's Bloody Footprints No longer roll movement speed and armor by default. http://i.imgur.com/Vbua4m3.gif The Crudest Boots Legendary power added: Mystic Ally summons two Mystic Allies to fight by your side. Minimum level increased to 22. -
► Rings ◄
Item What's new? Images Band of Untold Secrets Now rolls 5 primary stats. Does not roll attack speed by default anymore. http://i.imgur.com/iYfaKoM.jpg Bul-Kathos' Wedding Band No longer rolls life % and life per hit by default. The Life drain effect on this is now capped at 2000% weapon damage per second (it's probably still 0.4% of mob's HP pool, just got a cap to prevent abuse in Greater Rifts). http://i.imgur.com/d8xRcXv.jpg Eternal Union New legendary power: Increases the duration of all Phalanx Avatars by 200%. - Focus No longer rolls life per hit by default. http://i.imgur.com/Pl1XsLc.jpg Justice Lantern Now can roll 5 primary stats. Still rolls 16% chance to block and higher than usual crowd control reduction. http://i.imgur.com/ra0D6I5.png Litany of the Undaunted Has had its default rolls removed. http://i.imgur.com/VnP6i2N.jpg Manald Heal Can now also roll wrath regeneration (and maybe other resource regeneration types as well? Only used to roll spirit regeneration.) http://i.imgur.com/HYfk9MI.png Natalya's Reflection No longer rolls life regeneration by default. http://i.imgur.com/PWQwTKf.jpg Obsidian Ring of the Zodiac No longer rolls the mixed main stats, default rolls removed. Rolls three secondary stats (instead of five primary stats on live). http://i.imgur.com/w6CFlAB.png Restraint No longer rolls attack speed and cooldown reduction by default. http://i.imgur.com/F4nBvOs.jpg Rogar's Huge Stone No longer rolls life regeneration and vitality by default. http://i.imgur.com/HVuSEqa.png Stolen Ring Now rolls 5 primary stats. - Stone of Jordan No longer roll max resource as secondary. (Does not roll five primaries as reported sometimes - it's a bug due to monks being able to roll spirit regeneration as fifth primary on SoJ, most likely to be fixed.) http://i.imgur.com/iP47gTm.jpg The Compass Rose Now rolls 5 primary affixes. http://i.imgur.com/At7pCUz.jpg Unity Does not roll life per hit by default anymore. http://i.imgur.com/hrleoWD.png
► One-handed Weapons ◄
Item What's new? Images NEW: Akanesh, The Herald of Righteousness Spear with 15-25% holy damage. http://i.imgur.com/p476to1.jpg Arreat's Law No longer rolls critical hit chance. http://i.imgur.com/f6gwHZE.jpg Azurewrath Does not roll attack speed by default anymore. http://i.imgur.com/KAiyQMv.png Doombringer No longer rolls life % and life per hit. - Genzaniku Visuals on Genzaniku were changed from red glow to green/blue glow. - Manajuma's Carving Knife Does not roll critical hit damage anymore. - Mad Monarch's Scepter Now counts assists in addition to kills. - Rimeheart Has been redesigned: 10% chance to instantly deal 10,000% weapon damage as Cold to Frozen enemies. - The Barber Does not roll critical hit damage anymore. - NEW: The Dagger of Darts (new Ceremonial Dagger, name unconfirmed) Your Poison Darts and your Fetishes' Poison Darts now pierce. - The Fist of Az'Turrasq Has been redesigned: Now increases Exploding Palm's on-death explosion damage by 75-100%. - The Gidbinn Fetishes spawned by The Gidbinn should now work with the Fierce Loyalty passive and Carnevil's Legendary Power. -
► Two-handed Weapons ◄
Note: All two-handed weapons have their base damage increased by approximately up to 30% (subject to change) in order to compete with one-handed weapons. This change will be retroactive, i.e., apply to your existing gear as well.
Item What's new? Images Baleful Remnant Now counts assists in addition to kills. - Bastion's Revered New legendary power: Increases maximum number of Frenzy stacks to 10. http://i.imgur.com/J6JgVgj.jpg Blade of Prophecy The text on this item no longer improperly states that all enemies hit by Condemn will trigger another explosion. - Bovine Bardiche The chance to summon cows has been increased to 100%. Note: The cooldown on the Legendary Power still applies. The summoned cows should now be significantly more murderous. The summoned cows should now be significantly more durable. - Fate of the Fell Extra Fires of Heaven hits will now be able to generate procs. - Flying Dragon Fixed an issue preventing this item from correctly granting +100% Attack Speed. - Fury of the Vanished Peak Now rolls +25-30% Seismic Slam damage as a fifth primary affix. - Heart Slaughter Has had its critical hit damage roll removed, now rolls with +25-30% physical damage. - Incense Torch of the Grand Temple Has been redesigned: Reduces the Spirit cost of Wave of Light by 60%-80%. Now rolls +25-30% Wave of Light damage as a fifth primary affix. - Madawc's Sorrow Stun duration increased from 1 to 2 seconds. - Scourge Explosion weapon damage increased from 130-160% to 1800-2000%. - Stalgard's Decimator Has had its critical hit damage roll removed. Can no longer smart roll for Witch Doctor or Wizard. Weapon damage increased from 275-350% to 550-650%. This change will apply retroactively. Legendary Power can now proc from Rend, Whirlwind, Cyclone Strike, Tempest Rush, and Shield Bash. - The Flow of Eternity Cooldown reduction for Seven-Sided Strike increased from 45-50% to 45-60%. - The Furnace Has been redesigned: Increases damage against elites by 40-50%. - The Grand Vizier Legendary power added: Reduces the Arcane Power cost of Meteor by 40%-50%. Now rolls +25-30% Meteor damage as a fifth primary affix. - The Grandfather Does not roll IAS by default anymore. http://i.imgur.com/Y4UcoUD.jpg The Sultan of Blinding Sand Has had its movement speed roll removed. - Warmonger No longer rolls attack speed and damage increase by default. http://i.imgur.com/1hSLBqH.jpg Wrath of the Bone King Now rolls with +25-30% cold damage. -
► Bows/Crossbows ◄
Item What's new? Images Balefire Caster Now rolls with +15-20% Fire damage. - Etrayu No longer rolls life per hit by default, now rolls 15-20% cold damage. - Natalya's Slayer Does not roll damage % by default anymore. http://i.imgur.com/JblgKBH.png Uskang No longer rolls life per hit by default, now rolls with +15-20% lightning damage. - NEW: Wojahnni Assaulter Rapid Fire deals 40-50% more damage per second, stacks up to 4 times. http://i.imgur.com/5NsjWo9.png
► Orb ◄
Item What's new? Images Mirrorball No longer rolls cooldown reduction by default. Extra Magic Missile hits will now be able to generate procs. http://i.imgur.com/cgxNchw.jpg
► Mojo ◄
Item What's new? Images Homunculus No longer rolls reduced elite damage and all resist by default. -
► Quiver ◄
Item What's new? Images Flint Ripper Arrowheads New legendary power: Ball Lightning now travels at 50% speed. Renamed to "Meticulous Bolts". - Holy Point Shot Now rolls 15-20% elemental damage as one of the five primary stats (rumors are that this might be the case for some other quivers, but no evidence surfaced as of yet.) http://i.imgur.com/cK8dJbr.jpg Silver Star Piercers New legendary power: Chakram now generates 3 hatred. http://i.imgur.com/CCVNdtM.png
► Shield ◄
Item What's new? Images Akarat's Awakening No longer rolls with socket by default. http://i.imgur.com/CFKRoaS.jpg NEW: Unrelenting Phalanx Allows Phalanx to summon twice as many Avatars. Applies to all rune variants. http://i.imgur.com/e4BFzvN.png Hellskull No longer rolls cooldown reduction by default. - Jekangbord Extra Blessed Shield hits will now be able to generate procs. - Lidless Wall Has had its default rolls (attack speed and resource cost reduction) removed. http://i.imgur.com/ghs6S23.jpg Stormshield Elite damage reduction/melee damage reduction have been buffed. http://i.imgur.com/IKgsO8F.png
► Sets ◄
Item What's new? Images Embodiment of the Marauder (6) set bonus: Fixed an issue that caused Hatred spenders cast by the Sentries to have a slower attack speed than intended. - Firebird's Finery (6) set bonus: Has been redesigned - Dealing Fire damage causes the enemy to take the same amount of damage over 3 seconds, stacking up to 3000% weapon damage as Fire per second. After reaching 3000% damage per second, the enemy will burn until they die. - Immortal King's Call (3) set bonus: Life per Fury spent increased from 289 to 500. - Inna's Mantra (2) set bonus: Life per Spirit spent increased from 124 to 200. - Might of the Earth Earthquakes caused by the Might of the Earth set will once again generate Fury through the Earthen Might Passive Skill. - Monkey King's Garb (4) set bonus: Weapon damage increased from 1600% to 3500%. The decoy will now attempt to spawn next to the closest enemy within 15 yards. - Natalya's Vengeance (4) set bonus: Cooldown reduction increased from 1 to 2 seconds per kill. Now also triggers on assists. - Roland's Legacy (new Crusader set) Comes with helm, shoulders, chest, pants, gloves, boots. (2) set bonus: +500 strength. (4) set bonus: Increases Shield Bash Damage by 100%. Increases Sweep Attack Damage by 100%. (6) set bonus: Every use of Shield Bash or Sweep Attack that hits an enemy grants 20% increased Attack Speed for 3 seconds. This effect stacks up to 5 times. http://imgur.com/a/XvV3j Shenlong's Spirit (2) set bonus: Energy ball weapon damage increased from 300% to 1200%. Spirit generation increased from 1 to 4 per second. Energy ball size significantly increased. - The Legacy of Raekor (5) set bonus: The damage type dealt by Furious Charge will now be based on the element of the Skill Rune you're currently using. - The Shadow's Mantle (2) set bonus: Now, upon receiving fatal damage you instead automatically cast Smoke Screen and are healed to 25% Life. This effect may only occur once every 120 seconds. (4) set bonus: Has been redesigned - now enables all Shadow Power runes. -
► Season-only Legendaries ◄
Item What's new? Images Aether Walker (Wand, name unconfirmed) Removes the cooldown of Teleport. Teleport now costs 25 Arcane Power. - Bottomless Potion of Rejuvenation Restores 15% of your primary resource when used below 25% Life. - Frydehr's Wrath (Crusader Shield, name unconfirmed) Removes the cooldown of Condemn. Condemn now costs 40 Wrath. http://i.imgur.com/eOY4UzZ.png Hillenbrand's Training Sword (Templar Relic, name unconfirmed) Reduces the cooldown of all Templar skills by 50%. - Krelm's Buff Belt Grants a 20% Movement Speed bonus. Taking damage causes you to lose this effect for 15 seconds. - Krelm's Buff Bracers Grant you immunity to Knockback and Stun effects. - Leonine Bow of Hashir (bow) Grants Bola Shot a 15-20% chance on explosion to pull in all enemies within 24 yards. http://i.imgur.com/QXjauEM.png Remorseless (1h Mighty Weapon) Grants Hammer of the Ancients a 25-30% chance to summon an Ancient for 20 seconds. - Sacred Harvester (Ceremonial Dagger, name unconfirmed) Soul Harvest now stacks up to 10 times. - Slipka's Letter Opener (Scoundrel Token, name unconfirmed) Reduces the cooldown of all Scoundrel skills by 50%. - Vadim's Surge (Enchantress Focus, name unconfirmed) Reduces the cooldown of all Enchantress skills by 50%. - Vengeful Wind (Fist Weapon) Increases the maximum stack count of Sweeping Winds by 5-7. -
► Legendary Gems ◄
Note: "Upgrade per rank" not adjusted to the new scaling (was changed multiple times, from 50 to 200 to 25). The new upgrade per rank will probably be simply the value below times 8 (roughly).
More info about legendary gems can be found here.Gem name Upgradeable bonus Rank 25 bonus Upgrade per rank Image Bane of the Powerful Gain 20% increased damage for 20 seconds after killing an elite pack. Increases damage against elites by 15%. +1 second buff duration Link Bane of the Trapped Increase damage against enemies under the effects of control-impairing effects by 15.0%. Gain an aura that reduces the movement speed of enemies within 12 yards by 30%. +?% damage Link Boon of the Hoarder 25% chance on killing an enemy to cause an explosion of gold. Gain 30% increased movement speed for 2 seconds after picking up gold. +1.5% change on kill Link Enforcer Increase the damage of your pets by 15%. Your pets take 25% less damage. +?% damage Link Gem of Efficacious Toxin Poison all enemies hit for 2000% weapon damage over 10 seconds. All enemies you poison take 10% increased damage from all sources. +?% Weapon Damage over 10 Seconds. Link Gogok of Swiftness 50% chance on hit to gain Swiftness, increasing your Attack Speed by 1% for 4 seconds. This effect stacks up to 15 times. Also gain 1% Cooldown Reduction per stack. +1% chance Link Invigorating Gemstone While under any control-impairing effects, reduce all damage taken by 30%. Heal for 20% of maximum life when hit by control-impairing effect. +?% reduced damage taken (maximum +?% upgrade, ?% total) Link Mirinae, Teardrop of the Starweaver 15% chance on hit to smite a nearby enemy for 2000% weapon damage as Holy. Periodically smite a nearby enemy. +40% weapon damage Link Moratorium 25% of all damage taken is instead staggered and dealt to you over 3.0 seconds. 10% chance on kill to clear all staggered damage. +? second to the stagger duration Link Pain Enhancer Critical hits cause the enemy to bleed for 1200% weapon damage as Physical over 3 seconds. Gain Blood Frenzy, granting you 3% increased Attack Speed for each bleeding enemy within 20 yards. +?% weapon damage over 3 seconds Link Simplicity's Strength Increase the damage of Primary skills by 25% Primary skills heal you for 2% of maximum health on hit. +0.5% damage Link Taeguk Gain 0.5% increased damage for 3 seconds after spending primary resource. This effect stacks up to 20 times. Gaining a stack refreshes all existing stacks. Gain 0.5% increased Armor for every stack. +1 max stack Link Wreath of Lightning 15% chance on hit to gain a mini-Conduit buff, dealing 600% weapon damage as Lightning every second to nearby enemies for 3 seconds. While under the effect of the mini-Conduit, gain 25% increased movement speed. +10% weapon damage per second Link Zei's Stone of Vengeance Damage you deal is increased by 4% for every 10 yards between you and the enemy hit. Maximum 20% increase. 20% chance on hit to Stun the enemy for 1 second. +?% for every 10 yard (up to +?% max) Link
► Weapon Procs ◄
Previously, only few items that had a legendary proc would benefit from elemental damage on gear (e.g., Thundergod's Vigor is increased by lightning damage while Thunderfury is not). Legendary items that directly deal damage should now all properly benefit from the appropriate +% elemental damage item affix. The following is a list of items that are provided by Blizzard for those that officially are fixed now:
Just to add to the list above, I tried digging up what other items there are that benefit (or do not benefit) from elemental damage. As this list is quite long, and most of it does not qualify for the purpose of this thread ("item *changes* in 2.1") I put this in a spoiler tag. Some sources I used are Druin's thread and Diablohub. List is a work in progress! Any help appreciated!Item name Elemental damage type Blackfeather +%Physical Damage Bul-Kathos's Oath (2) set bonus +%Physical Damage Cinder Switch +%Fire Damage Death's Bargain +%Physical Damage Death Watch Mantle +%Physical Damage Fulminator +%Lightning Damage Odyn Son +%Lightning Damage Maximus +%Fire Damage Moonlight Ward +%Arcane Damage Schaefer's Hammer +%Lightning Damage Scourge +%Fire Damage Shenlong's Spirit (2) set bonus +%Fire Damage Stalgard's Decimator +%Physical Damage Storm Crow +%Fire Damage Thunderfury +%Lightning Damage
Item name Elemental damage type Confirmed Andariel's Visage +%Poison Damage Yes Azurewrath +%Holy Damage Yes Band of Hollow Whispers +%Arcane Damage Yes Demon Machine +%Fire Damage Yes Fire Walkers +%Fire Damage Yes Firebird's Finery (6) set bonus +%Fire Damage No Fjord Cutter +%Cold Damage Yes Gyana-Na-Kashu +%Fire Damage Yes Helltooth Harness (6) set bonus +%Poison Damage (?) No Legacy of the Nightmares (2) set bonus +%Physical Damage (?) No Mad Monarch's Scepter +%Poison Damage Yes Manajuma's Way (2) set bonus +%Poison Damage Yes Monkey King's Garb (4) set bonus +%Holy Damage No Pox Faulds +%Poison Damage Yes Raiment of a Thousand Storms (6) set bonus +%Lightning Damage No Razor Strop +%Fire Damage Yes Shard of Hate +%Cold/Lightning/Poison Damage Yes Shenlong's Fist of Legend (2) set bonus +%??? Damage No Tal Rasha's Elements (4) set bonus +%Arcane/Cold/Fire/Lightning Damage Yes The Magistrate +%Cold Damage Yes Thundergod's Vigor +%Lightning Damage Yes Winter Flurry +%Cold Damage Yes Wizardspike +%Cold Damage Yes
► Appendix ◄
Sources are the official PTR patch notes, undocumented patch notes on Reddit, undocumented patch notes on Diablofans, and other undocumented sources (personal experiences on PTR, conversations on Skype/in-game, and so on).
Also check out Jaetch's thread on the official forums! He actually started it before I did, but I guess we somehow both started after we talked about upcoming item changes. It's only that due to timezone differences he had a headstart while I was in bed
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7
Galiks posted a message on Legendary Drop Rate Modifiers Analysis - Rifting versus Non-Rifting, Equation Basis, and Magic Find ImplicationsGalice/Galiks here. Long-time WoW raider (US-Azgalor, now Kil'jaeden), former GM of Rehabilitation Clinic, etc... nerded some stuff out thought I'd share if it helps anyone out.Posted in: Theorycrafting and Analysis
---------------------------------------- Introduction
It seems obvious that higher difficulty levels are just not worth it as all Torment difficulties drop the same items, but supposedly at a different rate. The aim of this report is to provide a quantitative analysis of the drop rates for torment difficulties, and provide a recommendation in farming through comparing drop rates in and outside of rifts. Additionally, magic find (MF) will be factored into the consideration as an extra factor.
-----------------------
2. Equation Basis
http://us.battle.net/d3/en/forum/topic/12413271220?page=13#241 This is 1.15^N as confirmed in this blue post, where N = torment difficulty level.
This was edited. Before there was an equation here that I had manipulated and used this as another reference as comparison to the 1.15^N in case either were right, but alas, 1.15^N was confirmed 3 days ago after I had done any work so only that will be shown. If for whatever reason the previous equation that was here that linked known monster health percent versus difficulty (which also can be thought of as increasing time to kill a mob - a logical way to warrant a drop rate increase), and the blue is just agreeing to release a critical piece of information that has never been released before so whimsically, then that information is no longer public. Your standard 1.15^N formula is shown, as was all along before alongside a separate approach. Nonetheless, the two were similar.
Everything taken into consideration is just looking at the legendary drop rate factor increase for varying parameters. It is in no way explaining the most effective place to farm, as that is left up to the player skill level, gear, speed in clearing, and density/type of monsters/chests in your exclusive rift or outside location. Under the assumption that there is no clear choice/multiple options, these graphs can help lead you in a certain direction.
3. Rifting versus Non-Rifting and Magic Find
Using these values, one can make a comparison against the legendary drop rate factor inside a rift (1.25x multiplier) versus outside of a rift. As one can see below, certain points can be made.
- Torment 1 rifting is slightly worse than drop rates from Torment 3 non-rifting.
- Torment 2 rifting is slightly worse than Torment 4 non-rifting.
- Torment 3 rifting is between Torment 4/Torment 5 non-rifting.
- Torment 4 rifting is near Torment 6 non-rifting
The question of magic find (MF) and its effectiveness in Reaper of Souls usually ends with 'MF NOT WORTH IT!' Below shows varying MF inside of a rift (assuming MF is multiplicative and legendaries receive 10% of their MF towards legendary drop rates [i.e. 150 MF contributes to 15%] i.e. 1.15*1.25*base_torment_droprate). The plot is shown below.
- Wearing no MF inside a Torment 2 rift is slightly less than Torment 4 farming outside of a rift
- Wearing 50 MF inside a Torment 2 rift is equivalent to Torment 4 farming outside of a rift
- Wearing 150 MF inside a Torment 2 rift is slightly less than Torment 5 farming outside of a rift
- Wearing 300 MF inside a Torment 2 rift is almost equivalent to Torment 6 farming outside of a rift
Therefore, as a recommendation for actual possible MF values (Nagelring 50%, Topaz in helm 41%, Cain's set 50%), we can say that for 150 MF farming a Torment 3 rift, we are about the same as Torment 6 outside of rifts. Since Torment 3 speed runs with 150 MF seem much more plausible with the current player/state of the game, this seems to grant the biggest bang for the buck if done consistently and at a proper pace. Comparisons for outside of rift for varying MF are omitted as most interest will likely fall upon the inside-rift scenario due to the 1.25x multiplier (which inherently acts like 250 MF as legendaries receive 10% of the MF value). Nonetheless, other conclusions can be drawn, and these graphs can be used to quantify other questions for varying player skill levels and character capabilities. Choices should be made based upon your own capabilities to optimize speed, location (possible dense area of chests outside rifts), and individual skill.
Battletag is Galice#1533 for questions/inquiries. Galice/Galiks/Galrosh @US-Kil'jaeden (retired for now) Feel free to join my diablo clan <Arch Druid> for a feisty environment and anyone looking for a full-clear heroic WoW guild check out http://www.archdruidguild.com/. -
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shaggy posted a message on How long until Blizzard fixes people "cheesing" normal mode?Posted in: Diablo III General Discussion
You pointed out something that, at best, is a very minor problem and you did it in a highly aggressive and argumentative way. There are more posts in this thread that boil down to you insulting people who disagree with you and accusing them of farming Normal than anything remotely constructive. You've neither proposed any functional solution or even accurately identified the problem (because you cannot QUANTIFY how this alleged Normal farming is so superior).Quote from Finder
I pointed out a problem, and get 6 pages of insults...but I bet your statement doesn't apply to them does it? Just the guy who wants to end your gravy train.
Therefore the problem lies with you. Not us. If you think there is a problem you need to do a way better job of articulating it. Have you gathered information yourself? Maybe you could sway some people if you could put some videos together showing that you can, personally, farm 50% more legendaries per hour in Normal than in Torment.
But without that kind of quantitative data all this thread amounts to is you whining that not everyone is playing the game exactly how you think it should be and then calling them cheaters, kids, and such. Real intelligent and mature!
If you want something fixed you're going to have to at least show what is broken and why it needs to be fixed. If you cannot even quantify that Normal has better legendaries/hr than Torment then you have no position. You need facts to back up your opinion. Facts tend to lead directly to actionable points. If your first post was "I did some data collecting and I found that doing the same runs in Normal that I did in Torment 1 yielded 25% more legendaries per hour in Normal" then maybe you'd have a different response. You might have people questioning your data gathering techniques, but you would have people discussing something based on quantitative analysis of a situation.
All you've done is qualitative analysis and berate anyone who dares to disagree with you. That's hardly a good way to get people to see things your way. And, ultimately, if you believe something needs to be fixed you are trying to convince people to adopt your position on a subject. -
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shaggy posted a message on The RMAH Destroyed Diablo 3 and I Told You SoPosted in: Diablo III General DiscussionQuote from XIIIFiVe
Wonderful, you were correct, I was correct too but I don't care nearly as much? I thought it was a bad idea, they disagreed, that's okay. It's okay if people disagree with us. I'm personally glad that Blizzard experimented with the RMAH. It didn't work the way they wanted it to, it worked about how I expected it to. *shrug*
Both of these statements are really important IMO.Quote from Zhaph
For what it's worth, I personally never liked the RMAH and never used it, but this anti-RMAH trolling after the fact is just ridiculous.
Too much of the "feedback" about D3 has turned to people ranting and raving that the game isn't 100% customized to their wants and needs. It's ridiculous. What's really upsetting is that no game in the history of games has ever been perfect in that regard, but that didn't stop any of us from enjoying any of them.
FF8 wasn't as good as FF7 - they tried some new things and they didn't work - but it was still a damned fun game that was well worth the purchase price. Have we really gotten to the level that anything short of complete perfection (evaluated on a person-by-person basis) has to be trolled to hell and back for being a failure? Is that the general attitude that the internet has enabled? -
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MrMonstrosity posted a message on Nephalem Trials, adding competition to Diablo.We want to compete, it's huma...err Nephalem nature. Not only do we want to compete against others but we want to challenge ourselves. Besides completing the hardest difficulty, comparing player stats, or earning Paragon levels there's nothing really at all used to compare our characters in game. Even Paragon levels can't be used to judge a players skill level, it's basically just an indication of time played. We're instead left to visit third-party sites like diabloprogress or YouTube to see where we rank amongst Diablo III's playerbase. It's these sites where we find people competing for the highest dps/stats, experience earned per hour, or even Uber boss kill times. I've even personally watched popular streamers hold competitions going head to head in a legendary hunt race, and it was actually rather enjoyable. Why don't we have the ability to do this in Diablo III? Why exactly are we staying up all hours of the night hunting for loot if we can't do anything with it? Some people might argue there was nothing to do with the gear we found in in Diablo II either, but remember this is the sequel. Gamers have different standards today, especially when it comes to games that are exclusively online.Posted in: Diablo III General Discussion
With that said I think I've found the solution, and it's nothing we haven't seen before.
Nephalem Trials
Nephalem Trials aren't exactly a new concept. Blizzard first mentioned them at Gamescom and has since mentioned them many times as we've been nearing closer to the release of Reaper of Souls. It really saddened me when we got news of the feature being delayed.
Originally Posted by (Blue Tracker / Official Forums)
Nephalem Trials are indeed still alive in some form, but they will not be added with the launch of Reaper of Souls. We absolutely love the idea behind the Trials (challenge-based systems can be so much fun), but before we implement them we want to make sure they have a strong underlying reward structure and tracking system. That kind of hook is important for a system like this and we didn’t want to add in Nephalem Trials to the game without it.
Oh really a "reward structure and tracking system"... My gut feeling tells me there's a reason why both Nephalem Trials and Ladders (never announced but hinted at) are both being delayed. The simple reason being that Blizzard wants these two features to be connected in order to create a new ranking and seasonal ladder system.
You have to admit that Blizzard is pretty damn good when it comes to creating rankings, ratings, or other systems which let players compete against each other either directly or indirectly. We've seen this demonstrated in World of Warcraft with its pvp arena, server first achievements and challenge modes. Starcraft's success and popularity is widely recognized as being directly related to its ranked system and ladder, did you see the competition at Blizzcon!? Even their new free to play game Hearthstone has a pretty good ranking system being added to it and most likely their newly announced Heroes of the Storm will follow suit. Diablo III is pretty much the only current Blizzard title that doesn't have any way for players to test themselves or compete against other players, I think it's about time we get something similar.
Endless Horde
What better way to test your survivability and killing speed then a trial made of an endless horde of demons. Play too defensive and you'll be eventually overrun, play too offensive and you'll quickly find yourself taking a dirt nap. Find the perfect balance in gear, manage your cool-downs, and hone your strategies either alone or in group play.
Each new wave is released at an increasingly faster rate, with each being stronger than the previous. Killing a wave earns players a higher score. The trial ends only when every Nephalem falls. Will you be forever remembered as the Nephalem champion that held his ground the longest against the burning hells?
Perhaps to even compensate for situations where a player might only have a limited amount of playtime, certain checkpoints could be reached letting players pickup where they left off and continue their progress at a later time.
Timed Dungeon
Inspired by World of Warcraft's challenge mode players test their efficiency to earn honors for the fastest run. Players compete against each other by clearing every monster in the dungeon. Players can even help their time by earning bonuses by opening chests throughout the dungeon.
To allow this to be a fair competition, every season will have a different map with a predetermined number tile sets, monsters, chests, and champions. A map's layout should still be randomized each time to ensure every attempt is slightly different and allows for a player's dungeon navigation skills are also a determining factor. Players will need to discover new builds and try different gear combinations to compete for the top rank.
Goblin Hunt
Race against time to kill as many of the devious little creatures as possible found randomly scattered throughout a dungeon.
There are many types of treasure goblins in Diablo III, they could possibly be even be worth different point values in this trial.
Rankings & Ladders
This isn't going to be the conventional ladder Diablo players are used to. Game time shouldn't be the main contributing factor when competing for top spot in a ladder. With the shift to skill based challenges, players with varying degrees of playtime will all be able to compete for top rankings. Advantages will still be present for players with more playtime in the form of getting their hands on more legendary items or earning a higher Paragon level to use in Nephalem Trials but at least time will no longer be the only decider.
Your highest score from each Nephalem Trial will be used to determine your overall "Nephalem Score" (yeah, yeah, I know another usage of the word Nephalem). There will still be individual ladders for each trial which would offer special rewards but the most prestigious honor would go to the players with the highest overall Nephalem Scores.
It would be impossible to balance classes so probably the best solution would be to have separate rankings for each class.
There could also be separate ladders depending on if you chose to play in groups with 2-4 friends. You might not be able to get a team rating, but you would still earn individual scores for your chosen class based on 2 player, 3 player, or 4 player games.
Seasons
Seasons don't have to mean wiping every character completely and starting from scratch. One of my most disliked features regarding ladders in Diablo II was when it came time for a ladder reset. I really enjoyed a fresh new competition but I didn't like losing my character's progress in terms of all the the gear I've worked hard to obtain in the process. Sure he was only moved to non-ladder but more than likely I would never touch him again. I could see how it may have been necessary in Diablo II due to inflation caused by trading and bots but that shouldn't be the case in Reaper of Souls where, it feels strange saying it, but there isn't going to be an economy anymore. With the introduction of BoA items and increased protection against dupes and bots it should be safe to not have to do a complete wipe. The introduction of shared Paragon levels is also another key reason why I feel it would be a pretty big disappointment if we were required to start from nothing. It would basically make the system we waited so long for pointless.
A season in Diablo III could simply mean resetting everyone's Nephalem Score back to zero and introducing new Nephalem Trial maps, monsters, and rewards. Blizzard could even introduce new types of trials in later seasons but that might be pushing things. There's already the great feature to create randomized dungeons, it would be as simple as Blizzard creating one new randomized dungeon for each trial when a new season is released. New combinations of maps and monsters should allow players to come up with unique builds, item combinations and strategies every season to compete for the honor of being ranked the top Nephalem of their chosen class.
Rewards
Rewards don't have to be given to just the top players in each class. It could work in a very similar manor as how Blizzard implemented WoW's PvP rewards or the Challenge Mode transmogrification gear where players need a certain rank in order to purchase cosmetic options such as new banners (improve these!), transmogrification gear or even perhaps cool new wings.
Save some unique rewards to hand out to the top ranked Nephalem of each class and ladder every season and you'd see people never getting bored.
Conclusion
Reaper of Souls adds so many improvements to the game but I believe in order to give some much needed improvements to the overall longevity of the game there needs to be a way to compete against one another. We might not be seeing any PvP introduced in the near future but there are definitely many options to implement competition based on the great PvE elements we already see in game.
Feel free to discuss other possible options for Nephalem Trials below, I know there were many types in some of the datamined information we've already seen but I'd love to hear your thoughts on new types they could implement.
Cheers,
Monstrous - To post a comment, please login or register a new account.
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Something you'll notice with games that provide an offline single player and online multiplayer is that the multiplayer is typically easily hacked. It's not that it's not possible to prevent hacking, it's that it's practically impossible. It's not just about authenticating the files, it's about authenticating them while they're being used - which is the primary method of hacking online games. Authenticating a file during a game's boot, for instance, would do absolutely nothing to prevent hacking of that file after authentication. You need constant authentication to have realistic measures of countering hacking.
Any game that doesn't authenticate local files with remote servers in real time will always be capable of being hacked, and online only may not make hacking impossible, but it sure limits it to the point where Blizzard isn't concerned with hacking of their game every week, as would be the case if they allowed an offline mode.
I mean no offense, but you claim to be educated on the matter yet completely ignore the fact the information I've provided that most advanced computer users would be capable of understanding. So maybe instead of being so critical of others' opinions and willing to chalk it up to their lack of understanding you should try to understand their perspective instead? Making the claim as though you're the only educated one here certainly doesn't do you any favors.
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Overall, it's just very unprofessionally done. Now, I know not everyone needs to have a professional manner during an interview, but I'm sorry if you're interviewing a Blizzard employee about a game that your website is dedicated to it should have been a lot better than that. This was more of the equivalent of them responding to random posts on their forums.
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I admit I'm not the best at translating my opinion verbally, but I don't understand how you could be confused about what I said.
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I think people need to stop being so entitled. Blizzard supporting and developing content for a game that they basically no longer make money on until they release another expansion shouldn't be criticized until most other triple-A games are doing the exact same thing. Until then, complaints are unwarranted.
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To compare the content of PoE to D3 is completely illogical based upon the different business models the games use. Do you honestly think GGG creates content in PoE for free? They have to constantly create content in order to make money on the game otherwise they likely wouldn't even be able to afford the cost of maintenance of their servers.
I think another issue is also the fact that most other Blizzard games provide more content than D3, however those other games also make considerably more money for Blizzard to use on that development. D3 is the only current game they have that makes zero money after the initial sales purchase.
I actually agree that Diablo 3 information was pretty lack luster at this Blizzcon, but I also wasn't expecting much between a new WoW expansion being released in less than a week, the announcement of an expansion for SC2 and Hearthstone, and information on two new IPs they're creating. That on top of Diablo 3 having considerable development progression this year equates to D3 being the least interesting game at Blizzcon. Honestly, what were you really expecting them to announce?
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For future reference, someone else's immaturity or lack of respect doesn't and shouldn't validate your own. Personally, I think both you and your friend should be banned from this forum, and if saying that gets me banned it's worth it to me because people like yourself who complain with such closed-minded perspectives aren't worth having any sort of discussions with. Neither you nor your friend are willing to have a meaningful conversation with anyone who disagrees with you because we're all "too stupid" to understand your point of view.
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At this point this thread should just be closed if all it's going to come down to is name calling when someone presents an opposing opinion to your own.
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