A more detailed explanation of why monster power scaling is just not going to do its job in terms of making the game more enjoyable and rewarding as well as making the players focus more on killing speed rather than movement speed:
http://eu.battle.net...opic/5616902661
The above post contains an excel file with a detailed calculation of how your farming efficiency scales with monster power taking a few simple parameters into account.
- GalZohar
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Oct 9, 2012GalZohar posted a message on Monster Power Level Charts, Monster Power Level Videos, Poll - Was the Nerf to the Hellfire Ring Justified?As long as you aren't killing stuff in 1 shot and/or spending well over 80-90% of your time running around rather than killing stuff, you should lower the MP if you want to be efficient for both MF and exp. Of course the exact % of time running around needed to up the MP even if you aren't 1-shooting stuff can vary based on your existing MF and XP and the exact scaling, but most likely most people will spend too low of a % of their time running around if they aren't 1-shooting everything, as even 1-shooting everything you probably still spend more than 10% of your time actually attacking.Posted in: News
In the end, monster power mostly adds time it takes to kill stuff with a slight challenge of increased damage and increased chance of dying because stuff take longer to kill. In terms of rewards, monster power is a joke, as the only case you'll increase it for efficiency is if the game is already extremely boring and then you'll increase it to a level where the game is still extremely boring.
They really need to lower HP, up the damage and up the MF and XP bonuses if they want MP to be used other than just for messing around. -
Oct 8, 2012GalZohar posted a message on Monster Power Level Charts, Monster Power Level Videos, Poll - Was the Nerf to the Hellfire Ring Justified?HP increase from base is deceiving. Show the HP increase from MP1 would give a much better picture on how the bosses scale, since anyone who is good enough to ever touch mosnter power in inferno doesn't care about how strong stuff are relative to act 1/2 MP0 monster strengths.Posted in: News
I think the "jump" to 63 is inferno-only, everywhere else is just the "normal" scaling like what you see in Act 3 inferno, so even if you beat hell at MP10 it still doesn't mean you're strong enough for act 1 inferno MP1 or even MP0. - To post a comment, please login or register a new account.
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By normalizing I meant exactly that. Though %s can work too, just need to show at least 1 extra digit.
Though I still don't understand how impunity (warcry rune) doesn't increase the value of additional resistances by 50%.
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I still don't fully understand how passives interact with the numbers. Should I always type in the "buffed" stats? Or should I type in the stats I have when using the skills which boxes I've "checked"?
Could you please also add an option to "normalize" the stats? So we can show the value of every stat in terms of vitality, for example. Quicker to calculate when you're looking at something at the AH rather than multiplying by decimals. When showing small percentages, though, it would be nice if more digits were shown, so there is a difference between 0.082% and 0.087%. 2 significant digits will probably be enough, but 1 is too little (so numbers like 1.1%, 0.0043%, 21% would be shown, rather than 1.10%, 0.00% and 21.00%).
Damage reduction stats stack multiplicatively, so it would be nice to show the EHP benefit of 3%, 4%, 5%, 6% and 7% damage reduction that would have been on an item. When comparing items we really don't (or shouldn't) care about character screen stat difference, as that would be much more difficult to calculate than just looking at the number on the item. For "normal" (additive) stats current system works fine (though normalizing and showing 2 significant digits would help), but for multiplicative stats such as damage reduction from ranged/melee/elites it's not too helpful. Sure, 7% on an item is really only ~7.5% increased EHP, so almost 7%, but it'd still be nice to have that extra accuracy when comparing items.
EDIT: Also something doesn't really make sense to me. Without impunity I get resistances worth 0.14%, while with impunity they're worth 0.16%. Shouldn't a 50% boost make them worth 0.21% (1.5 times original value)?