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    posted a message on Is there a base armor/damage max stat?
    Quote from tanis0

    Quote from Zakaz

    -edit- beat by slow work IE. Damn you Tanis0!

    If it helps, I'm also using IE at work. :D

    Also, muahaha. MUAHAHAHAHAHAHA. MUAHAHAHAHAHAHAHAHA!

    But is yours going through a gajillion layers of proxy thanks to super awesome FDIC standards, thus turning the worst internet browser in history into a creeping slug of suicide-inducing rage?

    Damn you.
    Posted in: Diablo III General Discussion
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    posted a message on Is there a base armor/damage max stat?
    Quote from iamlost26

    I've tried looking, but I'm probably not using the right search terms. Basically, it's very easy for me to find places that list the maximum stat roll for all affixes/stats/attributes, but none of these list the most basic one. For damage, I understand that each class will have a different DPS for different weapons, so it might not make sense there, although there still should be some number that is getting modified to calculate the DPS (without MainStat or +Dam) when it's getting equipped. For armor, what is the max armor (for each piece) you can have before you need +Armor to go higher?

    Sorry if this is a stupid question. I know that it's either right in front of my eyes (and I'm not seeing it) or I have a basic misunderstanding about how Diablo calculates Armor/Damage for items.

    Check the game guide, as I believe it has the answers you seek: http://us.battle.net/d3/en/game/

    Each type and iLvl of armor and weapon have a base range for armor and DPS respectively that is determined on drop, and then modified by the various affixes present.

    -edit- beat by slow work IE. Damn you Tanis0!
    Posted in: Diablo III General Discussion
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    posted a message on Mempo Of Twilight Stats? WTF...Should be 170+ main stat affix.
    Quote from thundersteele

    Quite a few items don't get the high rolls that are given in the game guide. There are a bunch of items where the game guide says "90-100 or 170-200", but the latter never is found. Now for Mempo it's even worse, because it only says 170-200, but it doesn't roll that high.

    I don't know what is going to happen to this. Usually items are not fixed, even if there was a patch that fixed this discrepancy between the game guide and the game, it would most likely only affect items dropped after the patch.

    See, I was originally thinking that as well: that there was an oversight in including the "roll one of two sets of stats" one being 90-120, the other being 170-200.

    Definitely interesting, and something I hope there's a response and/or update to.
    Posted in: Diablo III General Discussion
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    posted a message on Mempo Of Twilight Stats? WTF...Should be 170+ main stat affix.
    Quote from Alienalt

    I found a Mempo last night with 42 str, 70 ish dex, a little int etc. Seems like a nice helm and all but on the game guide the main stat (which I would assume to be Str, which would suit my Barb) should start at 170 then 2 random stats.

    Has anyone found one as well?

    Would Blizz hotfix the low rolls in the future or are they gonna let the low rolls suck?

    So far it's a nice resist helm, and I plan to hang onto it with the hopes of a hotfix that will make it quite nice, anyone in the same situation, or have any items that are not rolled correctly?

    Later.

    Got a screenshot of the item in question at all? Seems odd that none of the three stats would roll 170-200 (any of them can, one is guaranteed). If this is a legitimate bug, you should definitely report it on the official forums and/or via ticket.
    Posted in: Diablo III General Discussion
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    posted a message on Is crafting star gems costing me money or not?
    Quote from CobraKaji

    Just wondering if I'm losing money trying to save up gems and crafting star gems to sell on the AH.

    Ignoring the value of 'found' items, you can make a profit selling star gems (primarily emeralds and amethysts). However, when you take into account the value of the tomes you're using up, the fact is star gems are generally a loss when sold on the AH (15% cut is what does it). They're still profitable if you can sell them in chat, however.

    All in all, star gems are something that are more valuable when crafted for personal use (saves gold instead of buying them), and higher up tiers of gems are where profit starts becoming worthwhile.
    Posted in: Diablo III General Discussion
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    posted a message on How much gold in your coffers? (use SC market)
    Quote from RenescoD3

    It is not so hard as people paint it to be. I have done it twice once for 20 mil, second for 50. Both times from scratch.
    If you already have gear you only need to look for a few pieces. Aside form that legendarys help a lot because people simply dont value them as much as rares (old legys) and with a couple of nice rares to offset the gimpness of legys you can farm a3 no problem.

    Check out that barb, maybe there is some insight for you in there.
    http://us.battle.net...e/renesco-1738/

    I don't consider WW barbs to be in the same field as "melee" when it comes to comparative pricing for viable farming gear. The defensive requirements are half or less what it takes for a truly tank 'n' spank type character to be successful, and for farming viability DPS remains nearly the same. For the specs that don't tank, but still spank in melee range, often the DPS requirement is boosted, either by way of needing more of the same stats, or needing much more valuable stats or combinations of the latter (crit, crit damage, AS, LoH, etc).

    As I said before, you will not put together a 200% base MF barb (that's before NV stacks, by the way) and still be rocking 1000+ AR, 40-50K DPS, for 10, 20 mil. 50 mil isn't completely out of reality, but the sheer dumb luck and time it would take to win exceptional items on bidding alone would be out of reach for almost everyone to achieve.

    So for the sake of relativity, cheese builds don't count in the discussion.


    Quote from thundersteele

    I thought this was about how much cash we have stockpiled, not about discussing how hard or easy it is to make gold...

    There are so many options...
    Go to A2 normal, farm for Leorics Ring... might take a while, but that's easily 100m right now.
    Wear gold find gear, farm A3/A4 hell, or A1 inferno
    Pick up blue ilvl 61+, salvage, sell on AH (800 gold each right now!)
    Tomes
    flawless square gems
    Hell, you can even go to normal or nightmare and farm +exp gear. I'm wearing crap mf gear worth less than 100k right now, and just from selling rare + exp rings that drop on A2 normal I make 50k a piece, fast sell

    Except for Leoric's Ring, the above are very reliable sources of income, and don't require great gear, just some time invested killing stuff.


    PS: Writing long posts on a forum does _NOT_ generate ingame gold!

    The problem with the original poll is that gold funds in the present are always fluctuating. I can go from 50m to 1m in a single purchase, and vice-versa. Because that's the case, the discussion about how much gold one has hinges entirely on how to make gold, or what particular sales got us to the point we are. That's the nature of discussion boards, especially ones with a truly involved participant base.

    PS: Most of us can't make gold at work, so we turn to making long posts :)
    Posted in: Diablo III General Discussion
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    posted a message on A farming question
    It's nearly impossible to say with certainty which will be more lucrative, even with all of the available numbers out there. Sure, you can realistically narrow it down to a single-digit percentage and make a comparison from there, but it's really hard to factor in player skill, build, gear, randomness of champions and their relative affix toughness, farming route effectiveness, etc.

    Personally (CAUTION: anecdotal evidence ahead!) I've had much better luck in Act 3 with 0 to 21 MF (thanks Paragon!) than I did in Act 1 with 280 (again though, this is a barb versus DH, respectively). I daresay if the choice was mine, I would stick to Act 3 with 150% MF. Even with the changes to iLvl 61 and 62 items, the multiple times more probable chance of finding high iLvl items in later acts pushes it just out of reach, in my opinion.

    That's my 4 cents.
    Posted in: Diablo III General Discussion
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    posted a message on Molten.....ouch?
    Quote from thundersteele

    Quote from RMrulz

    Quote from Zakaz

    I was going to edit my earlier post, but too many people replied before I could do so.

    The patch notes only indicate Fire Chains was nerfed by 20% (I swore I saw them mention Molten). However, I also believe they mentioned there was an issue where Molten was bypassing resistances, which was making it tick for more damage than intended. I haven't had time to search for it at work today, or I would post it.

    Call it anecdotal for now, but I find molten to be doing significantly less damage than before (with no upgrades in gear or skills). I was nearly melting before; now I can actually walk on it for multiple seconds, and even fight in it if the mobs aren't heavy hitters themselves (Act 3).

    I've found many posts on the official forums discussing whether or not molten is bugged and/or whether or not ground effects are bypassing resistances, but have not yet found any blue posts on the subject. Will keep googling later.

    There was a blue post very early, stating that there were no changes to molten.

    I agree with those feeling that molten does more damage in some situations. I think what has been mentioned before is important, namely that it is stacking now. So if you're in very close range to a molten mob, you have to keep moving to avoid getting huge ticks. A single track of molten seems less worrisome, but those never bothered me.

    The most crazy fire damage is from the fire grids in the Keeps Depth level 1. They kill me in 2-3 ticks, despite 40k health and 600 resists. Was the same I think before the patch.

    Yes, the fire grids in the Keep are absolutely ridiculous. I hate when I generate a map with them in it.
    Posted in: Diablo III General Discussion
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    posted a message on Molten.....ouch?
    I was going to edit my earlier post, but too many people replied before I could do so.

    The patch notes only indicate Fire Chains was nerfed by 20% (I swore I saw them mention Molten). However, I also believe they mentioned there was an issue where Molten was bypassing resistances, which was making it tick for more damage than intended. I haven't had time to search for it at work today, or I would post it.

    Call it anecdotal for now, but I find molten to be doing significantly less damage than before (with no upgrades in gear or skills). I was nearly melting before; now I can actually walk on it for multiple seconds, and even fight in it if the mobs aren't heavy hitters themselves (Act 3).

    -edit- It could also be that some affixes (including molten) are tied to a monster's base damage, and therefore was indirectly nerfed from the nerf to all monster types.

    Quote from "Blizzard" »
    • Act III and Act IV
      • Normal monster health increased by 10%
      • Elite monster health reduced by 2.5%
      • Overall damage done by all monsters reduced by 15%
    Posted in: Diablo III General Discussion
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    posted a message on Crafting questions
    1. Not currently. The fact that you can still make significant profit off of one exceptionally well-rolled item is proof enough that the crafting game is still viable. With that said, as the market changes, this may also change. Crafting is a gamble, just like the old-school gambling was. It's a gold sink as intended.

    2. This is interesting, but runs into the problem they tried to avoid from D2: needing to stash a ton of materials in order to have them for crafting. Space can already get limited, and having mules isn't fun for a lot of people (again, something they tried to get rid of by reducing need for it). Plausible system, but there are a lot of issues to be addressed before it could be viable.

    3. Absolutely not. They already exist in legendary plans, and "guaranteeing" anything only waters down the market, reducing value and moving certain items and activities closer to "required".

    4. Absolutely not. Same reason as above: it becomes required and removed much of the need for actually hunting items.

    5. This I'm on the fence about; mostly I'm leaning towards yes, simply because a socket is already near required because of how valuable it is. It definitely is required at the top-end of gear. Allowing an easy, cheap way to do this would make it something you can count on as part of your item calculations, and remove much of the moaning about rolling a sick item without a socket.

    6. No. Hell no. Obvious reason is obvious: overpowered, required items. Just no.

    7. Perhaps. Again, it's still reasonable to find a great item through crafting. I would say it sounds alright simply for the chance to roll higher affix levels. On the same token, if it did happen, expect to see higher fees to do it, for reasons outlines in #1.
    Posted in: Diablo III General Discussion
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    posted a message on Molten.....ouch?
    Molten actually does less damage now than it did before, as a singular entity. Perhaps there is truth to it 'stacking' when multiple lines of it are crossed at a particular point, but in general, it is much less dangerous than it was prior to the patch.
    Posted in: Diablo III General Discussion
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    posted a message on WTB Decard Cain
    I'm torn. While I'm all for max efficiency and saving time, I also enjoy the ID lottery every time I click an item.

    Besides, we already have the ghost Cow King, ghost Deckard Cain would be too soon™.
    Posted in: Diablo III General Discussion
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    posted a message on If you having drop problems, I feel bad for you son. I got 99 problems but a legendary ain't one
    So the OP has found several orange colored items that are worth less than the common-place yellow items I've found in the last 3 days?

    Well thank God for this thread, I was worried someone else might be making more gold than me.
    Posted in: Diablo III General Discussion
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    posted a message on How much gold in your coffers? (use SC market)
    Quote from RenescoD3

    Quote from Ruppgu

    I was at negative 10M on Sunday after borrowing from a friend to buy something (for 40M). I'm back up to 14M today (and that's after spending another 30-40M on MF gear on monday). I don't like to keep a lot of money on hand with current state of inflation, lol. However, I may save my money now for when I reach 13 more paragon levels to buy a killer weapon (once I can stay at max MF without my Sunkeeper).

    My best advice to people that are complaining about having no money in this thread... get some better MF. It takes me about an hour to run most of Act 3 (cydea/azmo run w/ a few extra areas) and I'll typically get 1 legendary and 1-2 rares worth selling (500k-10M worth typically). Of course if you only play 1-2 hours a week or something like that... then yeah you won't find drops to make money. This is at 399 MF (thanks follower) full time. MF is worth it, trust me... and the gear is less expensive than you probably think.


    I agree with rupp.
    I run most of the time with 240% MF, When it is possible i switch to 380% or so.
    I dont really "farm" items as i used to anymore (doing short runs and all that). I take roughly 3 hours to pretty much kill everything that moves in A3 and break objects and open chests.
    I too get roughly 1 legendary average per run.


    The thing is, gear up to have at lest some 200% base MF on your gear. In a fashion that you can still kill stuff in A3 without trouble.
    That should probably cost about 10 mil or so for any character, per item if you're a melee player.

    Added the bold at the end to make your statement a little more realistic. 200% base MF is pretty much impossible to achieve for 10 million and still farm Act 3 in a reasonable amount of time as melee. You're talking about taking the gear I'm wearing, which is worth somewhere in the neighborhood of 30-60 million depending on deals, and adding MF to nearly every piece. Yeah, it's not happening for 10 million.
    Posted in: Diablo III General Discussion
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    posted a message on Why do gems give so little stats gain?
    Quote from Downtown

    If there's any problem, it's that the gems are extremely expensive, possibly even more so than they intended. The reason I say this is the drop off of players was likely not anticipated, so they originally thought there would be a lot more people playing/farming and a lot more gems in circulation. Current cost for a Radiant Star emerald is 19-20mil, so often times these gems are as much or more than the gear you are putting them in. Kind of silly

    You do realize the base price for crafting a radiant star gem (without buying any of the materials) is 15,400,000 gold, right? Selling for 19 million nets you a return of 16,150,000 (a 550,000 profit). If you actually buy the materials? That's generally a net loss.

    Again, these gems are intended to be a huge gold sink. You keep them forever (barring selling them or hardcore), meaning you only shell out that cost a handful of times generally. It's not meant to be a gem you get for every piece of gear. In fact, most of your slots will probably not see these gems for a long, long time (because as you said yourself, the cost is almost more than the piece is, so until it's a near perfect item you won't replace for a very long time, the extra 2 to 4 stats simply isn't worth it.

    Again, there's no problem with the cost.
    Posted in: Diablo III General Discussion
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