If you spend some money gearing your Templar he basically never dies. Mine has 130k hp, 250ish resist all and 2500 armor and he is alive 95% of the time, healing/regenning/taunting.
Wait ... you can give your followers gear? Hey ... try pulling my other leg next ... I want them to both be the same size!
lol. I hope you're kidding? Yes you can give followers gear, what do you think those follower tokens are for? Plus, weapons, rings and amulets.
1. His post doesn't even answer the question. It doesn't matter whether we're talking about "elites," "champs," or "uniques". We can agree that they all have the same drop rate.
2. If we're going to go into this. "uniques" or "rare bosses" are actually the yellow ones. "Champions" are actually the blue mobs. Anyone who has played d2 knows this. Also this is confirmed in Diablowiki.
3. Again there is no distinct difference in item drop rate between champion packs and unique packs. So who cares about the difference in their sames? As farm as I'm concerned, they're all "rare" "unique" "champ" "boss" "special" packs
1. Wrong. Uniques are different and DID have a different drop rate as of 1.0.3, see the post above yours. Purple names are different.
2. No. Uniques are the purples, I don't care what you called them in D2, in D3 the unique name matters and its the purple guys. Again, see above.
3. Wrong. There was a distinct difference between Uniques and Champs/Rares as of 1.0.3.
See. People answer your questions, and you reject the answers as incorrect, when you were incorrect.
"Unique" Monsters -- Those are NOT elite packs. Unique Monsters are the ones with their name in purple. Elites (Blue name) and Champions (Yellow name) should still drop their usual blues.
Can't tell if trolling or genuinely ....
And what was wrong with what he said? He is correct, unique monsters are the purple named ones. They used to drop two magic items every time they were killed, 1.0.3 changed that so they no longer did. Elites/Champs still dropped at least 2 magic items when killed, maybe more, and with 5 NV stacks, at least 1 rare, maybe more.
Its hard to explain if you've never played with a good amount of it, but I will try!
The attraction is that it gets better and better as you get better. Let us try some made up numbers:
You have 30,000 hps and damage reduction making you get hit for roughly 3K damage every 2 seconds.
You have 1.5 attack a second and 200 life on hit.
As you attack, you take 3K damage every 2 seconds, you could stand in place and live for 20 seconds before dying. However, in the same 2 seconds you regain 600hp (3 attacks), so you effectively only take 2.4K damage every 2 seconds and could live for 25 seconds! 5 second living gained by that bit of LoH.
Now: 30Khp, damage reduction has you taking 3K damage every 2 seconds. Life on Hit of 400: 33.3 seconds.
Life On HIt of 800: 100 seconds. (Healing 2.4K health every 2 seconds)
Life On Hit of 1000: Infinite Seconds. (Healing 3K health every 2 seconds counters the 3K damage)
If you push LoH a bit higher and Damage reduction a bit better, you hit the point you no longer (effectively) take damage in many situations.
Obviously this is a highly hypothetical stand and fight against 1 monster situation. But factor in our normal health return skills, and the fact that some skills make LoH even better (FoT + Thunderclap increases attack speed, and also the third-hit knock back gets you some healing for everything in the area, which in packs becomes massive healing) and it is often even MORE attractive than this, not less. We always talk about EHP, well Life On Hit gives you more EHP every time you take a swing, and over time, its going to account for a huge health return.
I find Life On Hit lets me spend less time avoiding damage and more time dealing it. Being able to stand in Molten/Desecrate and pop a heal as an arcane beam floats over you and dropping that elite faster is great, and thanks in large part of LoH.
Im curious as well about your kill speed, how much does Earth Ally do for damage? I have meant to give him a shot since ignoring the poor guy once going to Inferno, but I cannot imagine life without Sweeping Wind of some flavor. But I like seeing builds that I don't see often, so Inner Sanctuary + Mystic Ally instead of Sweeping Wind + Blind is nice, glad its working for you!
The thing is those three defensive skills do typically give us a bit off offense too. Most people seem to take the +15% Damage on Breath of Heaven, which is steady damage bump to all damage, and many take Faith in the Light for Blinding flash, which is a burst of +30% damage. Serenity is more purely defensive, but lets us stand and actually concentrate on hitting things! Add a mantra, spirit generator and your choice of Sweeping Wind or Mystic Ally and you have most every inferno monk build there is.
I see those two defensive skills as adding so much to my damage for so little spirit spent that dropping them for more spirit spending abilities may, counter intuitively, drop my overall damage.
Actually it says exactly the opposite, that they are in for 1.0.3b and that it will be later this week.
Due to the quick turnaround, we were unable to make any adjustments to item drop rates for Hell and Inferno difficulty in 1.0.3a, but we do have some changes planned for 1.0.3b (which isn't far out).
I feel like i'm having trouble getting high DPS... I've got 32% crit chance, 50% crit dmg, 1.4 aps, 1243 dex and an 800 dps sword but I only have 14k dmg :S. from what I can tell like 1 dex = 10 dps, 1% crit dmg = 25 dps, 1% ias = 124 dps.. So even If I say managed to get 20% more ias, 100% more crit dmg and 300 more dex which would cost a fortune (as id need to keep some resi n stuff to ofc) itd only get me to like 21k dmg which is still pretty low, is there somthing i'm missing that I should get to raise my dmg or is there no real way to kill like pretty fast in act 3/4 and be able to survive?
I'm not really sure if your numbers there are actually correct, but something to bear in mind is that the damage increase from IAS, dex, and crit, is all multiplicative; that is, if you increase one of them, then it not only increases your damage, but it also increases the benefit of increasing one of the other factors. So if you increase all of them, the total increase is much higher than if you increase each of them individually and add those results together.
This.
1 dex = 1% increase of base damage, which is then modified by your attack speed and crit chance and damage. So saying 1 dex = 10dps may be true at some very specific values of everything, but changes wildly when the rest change.
It wasn't any one thing, LoH, DPS or Resource Regeneration that made IAS too powerful. It was the combination of the three.
On its own IAS raises DPS. As a side effect it increases the value of LoH and also for 60% of classes increases their resource regeneration. One stat, three things, very powerful. So LoH wasn't the primary reason to nerf it, it was 33% of the reason. Nerfing just LoH would have still left it an insane bonus to DPS and resource regeneration.
I've had 0 rares drop with 5 NV... It's fluctuating a lot...
From a Champion or Elite Pack? Or from a Unique? Champs/Elite packs are the Yellow/Blue named ones, Unique mobs are Purple named and do not even have a chance to drop an item every kill, let alone get the NV bonus drop. I've never seen the champs/elites not drop the rare with 5 stacks.
Have to think not like a barbarian. (Obviously this only applies to gear that has both STR and Dex, making it attractive to both)
In that, if you were a barbarian, and did not have one with everything, what would you prioritize? Physical is obvious, so avoid that. Cold is pretty rare, and the slow/stun is more dangerous than the damage, so barbs may not be as concerned there. Poison = plagued pools, electric = electric enchanted mobs, fire = molten, fire chains, desecrate, arcane = arcane enchanted. Ahh... fire, 3 horrid affixes resisted.
So yes, fire is expensive on anything that can also be equipped by a barbarian =/
Grouping 2 resists is awkward for a poll, going to produce inaccurate results.
There is no Holy resist.
Any where the game says Holy damage, it checks against Arcane. So he was very correct in listing them as well, but it is true that we are not used to seeing Holy at all as a resist we can gain.
0
lol. I hope you're kidding? Yes you can give followers gear, what do you think those follower tokens are for? Plus, weapons, rings and amulets.
0
Maybe I'm lucky, or you're unlucky, either way sounds about par for the course
0
US has the hotfix. EU does not.
0
1. Wrong. Uniques are different and DID have a different drop rate as of 1.0.3, see the post above yours. Purple names are different.
2. No. Uniques are the purples, I don't care what you called them in D2, in D3 the unique name matters and its the purple guys. Again, see above.
3. Wrong. There was a distinct difference between Uniques and Champs/Rares as of 1.0.3.
See. People answer your questions, and you reject the answers as incorrect, when you were incorrect.
0
And what was wrong with what he said? He is correct, unique monsters are the purple named ones. They used to drop two magic items every time they were killed, 1.0.3 changed that so they no longer did. Elites/Champs still dropped at least 2 magic items when killed, maybe more, and with 5 NV stacks, at least 1 rare, maybe more.
0
The attraction is that it gets better and better as you get better. Let us try some made up numbers:
You have 30,000 hps and damage reduction making you get hit for roughly 3K damage every 2 seconds.
You have 1.5 attack a second and 200 life on hit.
As you attack, you take 3K damage every 2 seconds, you could stand in place and live for 20 seconds before dying. However, in the same 2 seconds you regain 600hp (3 attacks), so you effectively only take 2.4K damage every 2 seconds and could live for 25 seconds! 5 second living gained by that bit of LoH.
Now: 30Khp, damage reduction has you taking 3K damage every 2 seconds. Life on Hit of 400: 33.3 seconds.
Life On HIt of 800: 100 seconds. (Healing 2.4K health every 2 seconds)
Life On Hit of 1000: Infinite Seconds. (Healing 3K health every 2 seconds counters the 3K damage)
If you push LoH a bit higher and Damage reduction a bit better, you hit the point you no longer (effectively) take damage in many situations.
Obviously this is a highly hypothetical stand and fight against 1 monster situation. But factor in our normal health return skills, and the fact that some skills make LoH even better (FoT + Thunderclap increases attack speed, and also the third-hit knock back gets you some healing for everything in the area, which in packs becomes massive healing) and it is often even MORE attractive than this, not less. We always talk about EHP, well Life On Hit gives you more EHP every time you take a swing, and over time, its going to account for a huge health return.
I find Life On Hit lets me spend less time avoiding damage and more time dealing it. Being able to stand in Molten/Desecrate and pop a heal as an arcane beam floats over you and dropping that elite faster is great, and thanks in large part of LoH.
0
0
I see those two defensive skills as adding so much to my damage for so little spirit spent that dropping them for more spirit spending abilities may, counter intuitively, drop my overall damage.
0
http://www.diablofans.com/blizz-tracker/topic/228014-103a-patch-notes-no-mention-of-act-3-4/
Actually it says exactly the opposite, that they are in for 1.0.3b and that it will be later this week.
Due to the quick turnaround, we were unable to make any adjustments to item drop rates for Hell and Inferno difficulty in 1.0.3a, but we do have some changes planned for 1.0.3b (which isn't far out).
0
This.
1 dex = 1% increase of base damage, which is then modified by your attack speed and crit chance and damage. So saying 1 dex = 10dps may be true at some very specific values of everything, but changes wildly when the rest change.
0
On its own IAS raises DPS. As a side effect it increases the value of LoH and also for 60% of classes increases their resource regeneration. One stat, three things, very powerful. So LoH wasn't the primary reason to nerf it, it was 33% of the reason. Nerfing just LoH would have still left it an insane bonus to DPS and resource regeneration.
0
From a Champion or Elite Pack? Or from a Unique? Champs/Elite packs are the Yellow/Blue named ones, Unique mobs are Purple named and do not even have a chance to drop an item every kill, let alone get the NV bonus drop. I've never seen the champs/elites not drop the rare with 5 stacks.
0
0
Have to think not like a barbarian. (Obviously this only applies to gear that has both STR and Dex, making it attractive to both)
In that, if you were a barbarian, and did not have one with everything, what would you prioritize? Physical is obvious, so avoid that. Cold is pretty rare, and the slow/stun is more dangerous than the damage, so barbs may not be as concerned there. Poison = plagued pools, electric = electric enchanted mobs, fire = molten, fire chains, desecrate, arcane = arcane enchanted. Ahh... fire, 3 horrid affixes resisted.
So yes, fire is expensive on anything that can also be equipped by a barbarian =/
0
There is no Holy resist.
Any where the game says Holy damage, it checks against Arcane. So he was very correct in listing them as well, but it is true that we are not used to seeing Holy at all as a resist we can gain.