• 1

    posted a message on Monster level junk as I see it
    Quote from Tiddy

    Now they get more MF and more affixes on the gear they fined so once again as I see it say I farm level 5 I keep getting items that have low affixes like I get now and the guy that has gear doing level 8-10 gets all the best affixes.

    How many time do people need to say this, Monster power level does not increase affixes in any way. It gives you magic find to find more items, but the mobs take much, much more time to kill. What affect the item affix is now monster level. Meaning every item from lvl 58-63 will have lvl 63 affix when you kill a lvl 63 monster. Meaning much greater chance at good gear. LVL 63 affix can still roll like crap and they will still roll like crap at mlvl 10 at the same rate. It gives you more loot, if you are geared enough to roll MLVL10 elites in 30 seconds or lvl 1 elite in 2 second, youll use lvl 10 for the huge boost in MF. At least this is the intent, get more items, not better items.
    Posted in: Diablo III General Discussion
  • 2

    posted a message on Worried PvP will be 1 shotting
    Quote from FuriousBalls

    Quote from OwnagerD

    Some calculations:

    Expected dmg to Player characters per hit with r% all resistance reduce, a% armor reduce and d% dodge where r,a,d are in [0,1] (0 for nothing 1 for 100%)

    Assume an expected dmg output H of a hit (can be computed out of min/max dmg and crit chance), then the received dmg is

    (1 - a)(1 - r)*H (nothing random here). If we call H' the actual received dmg, then we have

    P(H' = (1 - a)(1 - r)*H) = 1 - d, and P(H' = 0) = d (bernoullie random variable). The expected dmg for one hit is then

    0*d + (1 - a)(1 - r)*H(1 - d)

    Some values:

    a = 0.5, r = 0.5, H = 500k (quite large) d = 0.3, then we get for the expected incoming damage

    87500

    Now this expectation does not tell us anything as the resulting damage would be either 0 or 125000, but if we repeat this experiment (same hit everytime) we can actually get something out of the expectation. So assume we want to execute the hit n times, the expectation is then

    (1-a)(1-r)H(1-d)n (sum of single hits, linearity of expectation)

    Examples

    Assume we have 40k hp and we want to survive 10 hits, so we would like to have

    (1 - a)(1 - r)H(1-d)10 < 40000

    If we keep a,r,H , we have

    125000*(1-d)*10 < 40000 => (1-d) < 0,032 => 0.968 < d, which was quite a large dodge rate. But it is not suprising as a 125000 hit would still get us killed, so we needed some high evasion. Going into a more realistic scenario, let H be 100000k (i suppose 500000 expected dmg per hit is quite large ? ), we get

    (1 - a)(1 - r)H(1-d)10 = 175000 expected dmg for 10 hits, with 50% evasion 60% reduce (both types) we still expect to receive

    80000 dmg and still can expect to be dead after 10 hits. 70% reduce (both types) goes to
    45000 expected dmg after 10 hits, going for 60% evasion results in
    36000

    What is left?

    Now, if some opponent has a high attack speed the game would still have quite short duration (as long as the one who is attacked does nothing ;) ). The expected dmg on hit H is not the dps value, it is computed out of the min/max dmg and the crit chance (other modifiers for pure dmg on hit available that are not included in min/max?).

    Reminder : The hitpoints can be replaced by effective hitpoints (considering lifeleech etc.) but the calculations remain the same.

    Imagine that:

    G = Get
    A = A
    L = Life

    Now in the following example:

    (G + A + L) = Get a life.


    Some calculations:
    Ima

    The guy that did 5 minute of math needs to get a life, but the guy wasting time on forums to insult others doesent need to? Good stuff. My calculation = bad at math.
    Posted in: PvP Discussion
  • 1

    posted a message on Post Patch: Ball Lightning vs Nether Tentacles
    Quote from Draco_Draco

    Multishot with Fire at Will is pretty amazing. It hits for slightly more than NT did, is spamable to a degree (7 or so shots before you have to refill), and it'll hit fucking EVERYTHING you point at *instantly*. With my gear at 40% crit chance and 370% crit dmg, it's smashing things for about 220-240K on a crit, which means pretty much any "small" mob. A salvo of 7 of them can clear *anything*. It gets rid of Illusionist clones by a single press of a button, so you can singletarget with hungering again. What's not to like?

    I think you guys are misunderstanding this whole thing. Yes i can make anything work in my gear too. I have 100k dps without ss even after nerf. I can use cluster or hell spike trap in act 4 and finish it if i really wanted (long and boring). Ask a lesser geared DH if he can use multishot effectivly or spike trap. No he cannot because he has to fire 4 spike trap to kill white mobs. Its when in lesser gear you can really see the issue of some spell. You can take other classes exemple, yes once amazingly geared you can be 2 handed barb and rape act 4. In trash gear you die in seconds while a defensive barb in same trash gear can clear act 4. It doesent mean 2 handed is working good or is working as intended. It means its crap and good gear overcomes the crap about it.

    The game shouldnt be balanced about most everything being turds and amazing gear polishing those turds. I can theoricly make any spells work. Just need to boost my critdmg to do some 1 million crits, then i can use Sharpshooter and 2 shot a bunch of elites in act 4.
    Posted in: Demon Hunter: The Dreadlands
  • 1

    posted a message on Post Patch: Ball Lightning vs Nether Tentacles
    Quote from Konoka

    Well look better. theres lots of OMG WATTA DO NOW WHEN NT IS NERFED.
    Its still good not op as it used to be. And DH has other skills beside Elemental arrow.

    The problem is that most of them sucks in one way or another. Elemental arrow is the most all prupose spender.

    Spike trap: Pain to use against teleporter and most fast mobs. Way too high cost.
    Chakram: Terrible pathing on most runes, or way too slow.
    Rapidfire: Damage per hatered too low, only good at single target honestly, prevent you from kiting to do meaningful damage.
    Impale: Strong single target, terrible at anything else, not cost efficient.
    Fan of knives: cooldown.
    Multishot: Absolutly terrible cost|(minus a single rune), terrible range.
    Cluster: Ridiculous cost, absolutly terrible single target.
    Strafe: Not terrible, way too random.

    Every single EA rune is better then any rune of the above spells in most situations. Even lightning bolt, which is the worse. BL is the best aoe we have, its range is 3 time that of cluster. Its damage is half of NT. Screaming skull is the most reliable CC on hit in the game, 40% proc chance. Thats almost a garantuee fear per second with a crossbow, more with faster weapons.

    With the exception of impale, hungering arrow beats about anything single target, simply because it has no cost.

    our spender are in trash state currently. I hope blizzard release 1.04 soon. Because on the DH side, the game is about as appealing as choosing poop or poop. Note i dont want overpowered NT style spender. Just for them to all be useful at least aoe or single target. Not have some of them being downright so bad you would be a fool to even look at them or that have so terrible animations/pathing that any enemy with a run speed above 40% speed can barelly be hit by them.
    Posted in: Demon Hunter: The Dreadlands
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