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    posted a message on Patch 1.0.5 PTR Patch Notes - 1.0.5 Coming to the PTR
    Quote from Rade

    Quote from Shanto94

    The point was actually to stop people from killing vases etc instead of actually fighting mobs for loot.
    That being said, does anyone know the level of vases?... :xD:

    Quite the number of good changes. Will be jumping on the PTR to test out skills and builds.

    I think that vases will obey the act, but maybe they will all be standardized for lvl 61 to avoid the farming of vases (why do we have breakable objects that drop stuff to begin with?...)

    Though maybe not, since they don't get affected by MF it may be that A1 elites farming is more efficient and provides more useful items than A3 chests in the same amount of time.
    Resplendent chest shouldn't be all that accessible anyway afaik.
    Posted in: News & Announcements
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    posted a message on How much monster power are you ready to handle?
    Quote from MyNameIsNate

    Quote from Shanto94

    Quote from MyNameIsNate

    Quote from BluefoxNL

    Does any1 know how this works for coop?

    You can set the game 1-10 b4 the game.
    If some1 joins u get 75% more health, on top of what level u said, but keep that level?

    I would guess it works like D2 did, in that the monsters flag is only for single player mode. If you make a game public, that flag gets reset. Just a guess though (like everyone else). I would hope however, that if you don't make a game public, but friends join that what you state above is true.

    It aint solo player only, because that goes against blizzards wish of making co-op viable.
    It will probably be set by the leader, and for public games you will only be placed with people at same difficult as you, or you can maybe select a range you are okay with playing in. (You can set it so you will join any game within mlvl 1-3 on your desired quest).
    But it will for sure work in co-op to not kill it, which is blizzards biggest fear (that none plays co-op)

    But making it available might also kill it...

    For example last night when I went to find an Act 3 game, there were around 6-14 people available to play with in each of the various sub-acts. Now those 6-14 people are going to be split up into possibly 10 different monster levels. That puts around 1 person (on average) to play with in public games per sub-act.

    Since the public game finder only shows games that have openings, I realize this might change but it will be interesting to see how it affects the available games you are able to play. How many people are going to set their level at 2 (for example), check to see if there are any games available. If no, then they bump it to level 3, no games still, go back to 2, nope back to 3, etc. Guess we'll just have to wait and see...

    Thats why the idea with a range ;)
    Also, blizz will use PTR to find a really good way to handle this. I just hope infernal machine aint available to PTR :P
    Posted in: Diablo III General Discussion
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    posted a message on Patch 1.05 hitting PTR "Soon" + Patch notes!!!
    Quote from DisposableHeero

    um, correct me if I'm wrong but....

    Affixes on items will now roll their level based on the level of the monster killed (rather than the item’s level)
    Doesn't this mean that every rare that drops in act 3 is now essentially ilvl 63 since they can roll lvl 63 affixes.

    Furthermore does this mean that wizard hats, voodoo masks, etc can now roll ilvl 63 affixes?

    for example, could this hotness exist?:

    Wizard Hat
    300 Intelligence
    200 Vitality
    80 Resist All
    10 Arcane Power on Crit
    6% Crit
    Socket

    There is no official information, but I will post how I think it will be

    Currently, what you posted is maximum stats for a helm + the APoC
    Now, with the current system it should be ranges like this for any ilvl 63 wep
    Wizard hat
    10-300 int
    10-200 vit
    10-80 AR
    3-10 APoC
    1-6% CC
    Socket
    (theese are not correct ranges)
    and killing a 63 mob should in next patch do something like this:
    200-300 int
    150-200 vit
    50-80 AR
    7-10 APoC
    4-6% CC
    Socket

    while killing a 61 mob should be the same as it currently is (the first example.
    However, it could also make it so killing a 61 mob is like it currently is, but killing a 63 mob would grant:
    100-350 int
    50-230 vit
    30-100 AR
    4-12 APoC
    3-7% CC
    Socket

    This is all speculation, and everything may be wrong, or everything may be right, or just partly. Take it with a grain of salt and just wait if you don't like speculation ;)
    Posted in: Diablo III General Discussion
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    posted a message on How much monster power are you ready to handle?
    Quote from MyNameIsNate

    Quote from BluefoxNL

    Does any1 know how this works for coop?

    You can set the game 1-10 b4 the game.
    If some1 joins u get 75% more health, on top of what level u said, but keep that level?

    I would guess it works like D2 did, in that the monsters flag is only for single player mode. If you make a game public, that flag gets reset. Just a guess though (like everyone else). I would hope however, that if you don't make a game public, but friends join that what you state above is true.

    It aint solo player only, because that goes against blizzards wish of making co-op viable.
    It will probably be set by the leader, and for public games you will only be placed with people at same difficult as you, or you can maybe select a range you are okay with playing in. (You can set it so you will join any game within mlvl 1-3 on your desired quest).
    But it will for sure work in co-op to not kill it, which is blizzards biggest fear (that none plays co-op)
    Posted in: Diablo III General Discussion
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    posted a message on Finally making money with Monk
    Aww, and here Im lvling a wizard xD
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Infernal Machine spectaculation
    Quote from Awkn

    This aint fun at all

    Please explain what isn't fun. It might be that I just explained it poorly ^^

    Quote from Nuvian

    Quote from Awkn

    This aint fun at all

    Cool, I'm guessing you have played the new patch and have finished building the infernal machine, can you share some more details with us? :facepalmsmile:

    To the OP: good post, will be interesting to see how this turns out.

    Thanks :)

    Also, I think what he meant was that "the design in the OP isn't fun" or "the wall of text isn't fun"
    Personally, if they are calling something an uber boss, I wouldn't want it to be something any1 (I'm not talking about players, but about certain geared characters) can access. However, making it so no one can access it would be boring too.
    So while most of the damage and HP is increased in this, its not the point that 1 mistake = 1 death. It's much more like you can make a mistake or two when you are geared to be fighting uber bosses, but if you just entered inferno 2 days ago, this might not be doable for you.

    At the same time I wanted it to feel epic, and like the bosses teamed together to fight you (like we often team together to fight them! :D) providing each other perks and teamwork in order to down the final boss: "Nephalem boss"

    That's also why Warden and Butcher isn't doing as much team work as the other bosses, this is entry lvl. Or the "Noob bosses" (Not saying in any way that people only in act I are noobs)
    Posted in: Diablo III General Discussion
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    posted a message on How much monster power are you ready to handle?
    Quote from IcepickD

    Quote from Shanto94

    Quote from IcepickD

    Quote from Shanto94

    Quote from Kblavkalash

    If monster damage does not scale then i prolly handle lvl 10 w/o problems.

    It scales

    Quote from IcepickD

    I estimate I can do LVL10
    Only question is how efficiently. I can say for sure I can faceroll LVL5, for the rest I'll have to test.

    You shouldn't underestimate what we are getting. If its a 50/150 boost (50% damage 150% HP) per level, can you faceroll that?
    Sure it scales up but it will not be like you are suggesting. From what i know lvl2-3 will be just as it is now. Currently it takes me 5-15s for most Elite packs. 30s for really hard counters.
    I admit I may underestimated lvl5, maybe not faceroll per say. But I can efficiently farm it though, that is for sure. I'm currently sitting at around 75 million and looking for an upgrade. Sure that will help me. I guess this will not be for another week or so i will have even more gold for upgrades.

    The thing I find the most funny about all this is how everyone expects a linear scale. Why not exponential?

    Why exponential?! Linear scale with high coefficient could outscale exponential on the first few points. Exponential growth will grow faster on the long run, but usually not so fast at start.

    And I believe it will not be big step between levels as it would be against their current philosophy. Remember they changed it as there has been too much of a difference between acts at the D3 beginnings.

    So a third degree equation, in order for them to make lvl 2-3 around current lvls and then make everything else stupidly hard.
    I seriously hope they will overdo the difficult on monster power 10, because I don't want it to be accessible xD Even the mightiest of tanks wouldn't stand for hours.
    Posted in: Diablo III General Discussion
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    posted a message on Infernal Machine spectaculation
    As we now know, we will fight 2 bosses. Exactly how this is going to work is supposed to be a fun surprise for the players.
    However, how do you think the fights will work? Is there maybe one for each act?
    I hope that they will take the last boss with the one that feels most natural to place with him.

    Ideas to how this could work!

    Diablo + Rakanoth:
    Diablo will keep all his abilities as well as Rakanoth, no new abilities are added but Rakanoth will enter the Shadow realm in the same way as Diablo when you get sent there. Neither he nor Diablo will hide while you fight your own clones. Rakanoth maintain all his abilities in that world.
    The Terror Realm will be activated when Diablo reaches 60% HP or Rakanoth reaches 5% HP.
    Rakanoth's HP will be increased, but not higher than Diablo's HP (Which might be increased too)
    Both will see huge increases in damage.

    Azmodan + Cydea:
    Cydea will still summon spiderlings, slow (but in bigger areas) you etc, like she already does. Upon reaching a certain % of HP she will summon massive amounts of spiderlings.In addition Azmodan will still use his laser, fireballs, summon minions etc, and he won't stop doing this during the magma floor phase. He is more likely to target players slowed by Cydea for his fireballs (can be a bad and good thing).
    Upon reaching 0.1% HP Cydea will escape and summon much larger amounts of spiderlings and succubus, but no longer slow making sure it wont get harder but not a lot easier either (should still be a bit easier though), until Azmodan is dead, his death will drain her last bit of HP finishing the encounter. If Azomdan dies first then Cydea won't ever escape and simply die, however she will drink Azmodan's blood or something like that, empowering her so it will be easier, but not a lot easier (like if you killed Cydea first). Like in the last fight, Cydea will get more HP, not as much as Azmodan, but he will probably get more HP himself. Both will see huge increases in damage.

    Belial + Maghda:
    Maghda will still be Belial's tool.
    The fight starts with an upper platform (like in the belial fight) where Belial and Maghda is hiding while summoning berserkers and serpents. After killing enough of these Belial will come down, Maghda will still be hiding on the platform but is now shooting her insects at the players. Upon reaching 10% HP Belial will go back to the platform (which is at the center of the room) and will force Maghda down.
    During this phase, anytime either Belial or Maghda reaches 75% , 50% 25% or 0.1% HP, he/she will be shielded. When both are at one of those values, adds will be summoned and by the deaths of theese adds (both berserkers and serpents) the shield will be removed, adds will not be summoned during the 0.1% HP shield. Belial and Maghda attacks just like they do in their original fights during this phase, maybe with a few added spells (meteors for Belial).
    Both will have their HP and damage dramatically increased and will be about equal in HP.

    The Butcher + The Warden
    I know what you are thinking: Warden isn't a "boss". Well, as I saw it there is more reason for Warden to be here than Leoric, but it could even be that butcher must be replaced with Leoric because he don't have any relation to other bosses than Mahgda.
    Both will keep their abilities, butcher won't be stunned after he have done a charge. Dangerous floor will still be there. Warden will cast Jailer twice as often. Nothing stops you from instant nuking down one like at the other bosses ^^
    Drastic increases to HP and damage of course.
    This is act I, so the fight will be easier than the other acts. However, Warden's jailer together with a boss like Butcher where you need to dodge a lot of attacks and dont stand on burning floor can be quite interesting I think (hope).

    This is mainly how I imagine things to work out (bosses abilities working to make each other stronger - teamplay from their side). However, who said we are limited to just Diablo 3 bosses? :o
    Posted in: Diablo III General Discussion
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    posted a message on How much monster power are you ready to handle?
    Quote from IcepickD

    Quote from Shanto94

    Quote from Kblavkalash

    If monster damage does not scale then i prolly handle lvl 10 w/o problems.

    It scales

    Quote from IcepickD

    I estimate I can do LVL10
    Only question is how efficiently. I can say for sure I can faceroll LVL5, for the rest I'll have to test.

    You shouldn't underestimate what we are getting. If its a 50/150 boost (50% damage 150% HP) per level, can you faceroll that?
    Sure it scales up but it will not be like you are suggesting. From what i know lvl2-3 will be just as it is now. Currently it takes me 5-15s for most Elite packs. 30s for really hard counters.
    I admit I may underestimated lvl5, maybe not faceroll per say. But I can efficiently farm it though, that is for sure. I'm currently sitting at around 75 million and looking for an upgrade. Sure that will help me. I guess this will not be for another week or so i will have even more gold for upgrades.

    The thing I find the most funny about all this is how everyone expects a linear scale. Why not exponential?
    Posted in: Diablo III General Discussion
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    posted a message on How much monster power are you ready to handle?
    Quote from Kblavkalash

    If monster damage does not scale then i prolly handle lvl 10 w/o problems.

    It scales

    Quote from IcepickD

    I estimate I can do LVL10
    Only question is how efficiently. I can say for sure I can faceroll LVL5, for the rest I'll have to test.

    You shouldn't underestimate what we are getting. If its a 50/150 boost (50% damage 150% HP) per level, can you faceroll that?
    Posted in: Diablo III General Discussion
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    posted a message on Patch 1.0.5 PTR Patch Notes - 1.0.5 Coming to the PTR
    Quote from pipomolo

    Quote from Doomscream

    Quote from pipomolo

    Yay! Even more crappy iLvl63 items. Like we didn't have enough of those already!
    It might also mean that 61 level items found from level 63 level mobs will have better stat rolls. I bet we'll get some blue posts on that later tonight.

    True, but still, if monster levels per act remain the same, this means you won't get really good items unless you're doing act III or IV. This really defeats the drop rate changes they've been doing in patch 1.0.3, which was supposed to allow people getting good drops even in lower acts. So I really hope there will be some cap to this system, which would only have lower level items buffed, not nerf the higher ones.

    The point was actually to stop people from killing vases etc instead of actually fighting mobs for loot.
    Posted in: News & Announcements
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    posted a message on Bug with news posts?
    Hey, I just noticed 2 things about the news posts.

    1) When you go to next page of comments, it will start counting all over again (So page 1 have post 1-20, and so do all other pages).
    2) You can't edit your comments in the news posts.
    Posted in: Site Feedback
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    posted a message on Patch 1.0.5 PTR Patch Notes - 1.0.5 Coming to the PTR
    Quote from pipomolo

    Well it turns out my theory was wrong after all, and the proc chance nerf of sprint will affect fury generation as well. So the build will be much harder to use.

    Exactly how does it affect fury generation?
    I didn't think they generated fury?

    Also, love the "Appear as offline" that will be coming, some of my friends do have trouble taking hints about how annoying it is constantly chatting while playing hardcore. Now they don't need to take a hint at all.
    Posted in: News & Announcements
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    posted a message on Patch 1.0.5 PTR Patch Notes - 1.0.5 Coming to the PTR
    Quote from Psihara

    Dear colleague Gamers,

    I'm reading the forums and checking diablofans web regularly since forever... And today I decided to read this topic and check if somebody is worried regarding the same thing I am. This usually happens a lot, but today nobody wrote anything about my concerns and I decided to make an account and write you few words...
    Enough about me.

    So:


    Affixes on items will now roll their level based on the level of the monster killed (rather than the item’s level)

    A simple question: Do you know which monsters are lvl 63? Which elites from which acts can actually drop a decent loot now? Because I'm kinda sure that Act1 for example has only 1 type lvl 63 monster. And Act3? How many monsters are lvl 63? Which? I think this will make us do Act4 instead of Act3. The change regarding the quests and the resplended chests is for the same reason - quicker NV5 for the smallest act in the game. I might be very amazingly turbo mega wrong. If someone got a table with monster lvls for Inferno - please share. Because otherwise - We Be F*cked, my friends.

    With the bestestest regards from Bulgaria,
    Psihara

    I wrote a theory on this (http://www.diablofans.com/topic/71522-theory-on-monster-power-and-item-scale-with-monster-level/).
    Also, I read (quickly) trough the thread, and as far as I can see, its only a theory with no evidence to back it up. I remember having read that "Act I have lvl 61 mobs, act II have 62 and act III have 63 mobs". I don't think act I have any 62 or 63 mobs at all.
    Posted in: News & Announcements
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    posted a message on How much monster power are you ready to handle?
    Currently I think I can handle monster power 3 or 4, but the question is where I am in progress when the patch goes live. Ill probably be at Inferno (or dead) by then. If I'm at Inferno ill play it safe. If I'm dead again, Ill go twink out a char and see how long I can go with monster power 10 :D
    Posted in: Diablo III General Discussion
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