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    posted a message on Item Affixes and Monster Levels, More on Monster Powers, Status of the PTR, 1.0.5 PTR System Changes
    Quote from lorien1973

    They've said that MP2 is roughly equivalent to before.
    It's not though. I just DL'd the PTR to screw around. Do Act 1 and kill Haedrig's wife. Well, not really, at least.

    Live, she has about 250k health. MP0 she has about 250k health. MP1 is about 800k. ML2 is about 1.2million health. The zombies before her have about 25k health on live. MPO about 22k, MP1 I think 80k and MP2 was like 130k or something.

    Also, and this may be just me, Haedrig's wife is severely gimped at both MP0 and MP1 on multiple runs. Never did she use her spit attack at me at MP0 or 1, she just walked around real slow and attacked my follower and gargantuan. On MP2, she spit at me at the normal pace. Maybe someone else can test this out and see if it was just a fluke. At 10, she had 16 million and pretty much one shotted me with her spit attack.

    So, it might be that MP0 or 1 are "easier" because the mobs hold back on their attacks, even if their health pools are larger?

    I also did a bit of the weeping hollow on MP2. I got a 6 affix dagger recipe, which pretty much shows that the mobs are dropped Act 3/4 items. Nothing else of note, though.

    But I'll add that with 47k DPS, I got an elite set of the mothers who summon zombies. That fight took -forever- cuz I just couldn't DPS the zombies down fast enough to kill the mothers. Incredibly frustrating. But funny, too.

    MP2 run, I also got a resplendent chest in one of the 3 crypts and it dropped 4 yellows. Which never happens for me on live. And the goblin I found took forever to kill and he dropped 2 yellows.

    Also, I realized I've been playing TL2 too much. I was like "why is my dude running so damn slow" and hitting Z no longer healed me. :/

    You sure are oddly fixated on Haedrig's wife :bleh:

    I meant equivalent for Act 3, Act 1 is different on account of the difficulty leap from Monster Power. 1.0.4 Act 3 should be about the same as 1.0.5 Act 3 MP2. And Act 1 MP2 is also about the same as Act 3 MP2.
    Posted in: News & Announcements
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    posted a message on Item Affixes and Monster Levels, More on Monster Powers, Status of the PTR, 1.0.5 PTR System Changes
    Quote from El3ss4r

    I have a question, if im able to do act 3 farming currently in 1.04.....is there a benefit to set MP lvl1 to farm act 3? Will act 3 mobs become harder at MP lvl 1?

    Yes, slightly, and you get the first level of MF/GF/Exp boost. Also, technically in base Act 3 there are both 62 and 63 monsters, so setting MP1 will make them all 63.

    Note that MP0 in 1.0.5 will be considerably easier than 1.0.4. They've said that MP2 is roughly equivalent to before.
    Posted in: News & Announcements
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    posted a message on First 30 Minutes on PTR
    Quote from Zakaz

    Sweet baby Jesus - the "iLvL 58" thing has to do with the rolling of higher iLvL affixes based on monster level only. It does not mean you won't see iLvl 57 and lower items dropping.

    So: iLvL 58+ items will roll affixes based on the monster level that dropped them. iLvL 57- will remain unchanged in Inferno.

    Why do people insist on reading between the lines when there's nothing there?

    "Items below iLevel 58 no longer drop in Inferno difficulty."

    Blizzard might have trouble speaking clearly sometimes but I think this one is pretty on the nose.
    Posted in: Diablo III General Discussion
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    posted a message on Item Affixes and Monster Levels, More on Monster Powers, Status of the PTR, 1.0.5 PTR System Changes
    Quote from bruteMax

    So now all acts have the same % chance to drop iLvl63 items? I think it's currently 16% in act 3, and less in earlier acts.

    If this is correct, then the only reason to farm act 3 would to grind xp due to the higher mob density?

    Or just because you want to. You do have to get one key from each of Acts 1-3 for the Infernal Machine though, which you'll want to keep repeating for new Hellfire Ring rolls.
    Posted in: News & Announcements
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    posted a message on First 30 Minutes on PTR
    Given the absurd HP values of the top end Monster Power levels, I can imagine they're stupid difficult for glass cannon characters. You would need a build that either can tank everything or lets you indefinitely keep yourself from getting hit since there's no way you can count on killing them quickly. And for the people who can do MP10 there's no way it's efficient, it seems pretty poorly conceived.

    (looking at your build, you have zero defensive skills! that just ain't gonna work)
    Posted in: Diablo III General Discussion
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    posted a message on The Full Guide to Obtaining the Infernal Machine, Important Information on Monster Powers, Blizzard Talks WW Barbs, Blizzard on
    Quote from Ameko

    Just toss it out here: I did the Key Warden in Act1 8 times without the key dropping once.
    Inferno monster level 6

    So I don't expect the drop chance of the key to be anywhere close to even 40%

    Did you have full NV? I've heard it helps(or maybe just that MF helps) but take that with a grain of salt.
    Posted in: News & Announcements
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    posted a message on The Full Guide to Obtaining the Infernal Machine, Important Information on Monster Powers, Blizzard Talks WW Barbs, Blizzard on
    Quote from Fl4sh123

    I dont get their problem with the CM Wizard build. They say they needed to nerf it because of the new legendary procs. Please tell me which legendary proc is so powerful that it would be a gamechanger? None of it deals that high damage, maximus is nice, but everyone uses that on the follower, because the weapon is not that great. I dont think this reason can justify nerfing a very fun build. I played all classes, my main is not a wizard, but it would be great to see different characters in my party doing different things (i feel boring to play with 4 of the same class, even the same build). If wizards loose the CM/SC build and they probably loose the infinite archon build because on higher monster powers u cant keep archon up) than noone will farm with wizard...

    Having a skill with a broken proc coefficient is just too good at too many things. Crazy survivability with life on hit, crazy legendary procs, crazy triggering of skills like Critical Mass and Into the Fray, etc. It just breaks the intent of that game system and kills build variety like we've seen with Barbs. Like they said, once they introduced the higher levels of Monster Power it became clear how insane an advantage it is to get so many of those procs.

    If your build doesn't work at MP10 that really isn't a big deal, just don't farm it. They're very specifically designing it so that you never have to touch it if you don't want to and you can still farm all the best loot.
    Posted in: News & Announcements
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    posted a message on The Full Guide to Obtaining the Infernal Machine, Important Information on Monster Powers, Blizzard Talks WW Barbs, Blizzard on
    Having to re-farm the keys makes perfect sense because they don't want people farming bosses over and over, that's been the case since the very start. Now that all the acts are the same difficulty, just do normal farming runs across the three of them and add the key wardens to your run. Then once in a while you get an Infernal Machine and can try for another ring. I do wish you didn't lose the machine the moment the portal opens whether or not the boss dies though...

    There are various rumors about how Monster Power affects things - it makes keys drop more often, it makes ring mats drop more often, etc... Nothing confirmed though as far as I know.

    Quote from UberMey

    Im not getting it right, is mf affecting the affixes roll?

    what should the mlvl improve on drops? I just cant see a good point on it, more mf means more rares, more rares means more time lost identifying trash as the affixes are just bad ...
    http://us.battle.net...ment#magic-find

    MF improves the chance of any given magic drop being a legendary, or a 6 affix rare, or a 5 affix rare, etc. So the items you find will be of a higher quality overall.

    Each stack of monster power doesn't make a huge difference, but activating Monster Power 1 changes all of Act 1/2's monsters to be Act 3 difficulty. That includes their droprates.
    Posted in: News & Announcements
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    posted a message on The Full Guide to Obtaining the Infernal Machine, Important Information on Monster Powers, Blizzard Talks WW Barbs, Blizzard on
    Really really glad to see the return of constant-difficulty Inferno. This seems like the best possible solution - normal progression until you beat it, play wherever you want afterwards. That last 1.0.5 interview actually got updated after the fact to say this, lol.

    Quote from lorien1973

    The Realm of Chaos - Ghom and Raknoth.

    This one, by far, seems like the most difficult.

    Those guys handled it no problem, but got their butts kicked by Skeleton King + Maghda. Turns out SK does a ton of damage and double tornado isn't such a great build for avoiding attacks.
    Posted in: News & Announcements
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    posted a message on 1.0.5 Datamined Models: Uber Monsters, Portal World, PvP Vendor and more, PTR Aimed for End of Day
    Something big that most people don't know yet about Monster Power:

    http://www.diablofans.com/blizz-tracker/topic/237380-what-mp-is-104-equivalent-too/#post1
    Monster Power is considered "on" once you bump it up to Monster Power 1, at which point all monsters in Inferno become level 63. "No Monster Power" means that the system is technically "off," so monster levels will remain the same and you won't get any of the scaling XP/GF/MF boosts.

    In others words, the moment you turn on MP, Inferno becomes a constant difficuly across all acts. Act 1 MP1 = Act 4 MP1. Everything is level 63.
    Posted in: News & Announcements
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    posted a message on 1.0.5 Datamined Models: Uber Monsters, Portal World, PvP Vendor and more, PTR Aimed for End of Day
    What are you maniacs doing with the stash you've got now? I haven't even bought a second tab yet!
    Posted in: News & Announcements
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    posted a message on Patch 1.0.5 Interview, How to Change Monster Level, Appear Offline Option, Curse Weekly Roundup
    Quote from BombayMD

    No answer to Sprint and Run Like the Wind???

    If you're looking for an explanation, just go read the Wizard update from 1.0.4.
    Posted in: News & Announcements
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    posted a message on Patch 1.0.5 Interview, How to Change Monster Level, Appear Offline Option, Curse Weekly Roundup
    Quote from bmiha

    So, we still don't have this sorted out - if you set the monster level to max , you can only have more MF ,meaning you use more MF gear ,MF shrine stacks after 375,400 or whatever is max MF atm, BUT you don't actually get more and better loot if monster level is set to max. Hmm ,so elites are 10 times harder to kill but don't reward better loot ? Well they do, if you have 100000000 MF + the enough kick to go through them. Interesting.

    If I'm wrong ,correct me please. I'm also interested in how exactly it will work .Thanks

    They said very specifically they don't want higher MP to feel mandatory, which it would if it had an exclusive tier of loot or whatever. It should be the most efficient farming for people who can do it, but not a must for everyone who wants to play the "real" endgame.
    Posted in: News & Announcements
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    posted a message on Patch 1.0.5 Interview, How to Change Monster Level, Appear Offline Option, Curse Weekly Roundup
    Quote from Benegesserit

    and in return players will receive scaling bonuses to experience (for heroes levels 1-60)

    This is either a typo or they changed their minds about level 60 players getting xp for ML

    It was ambiguous phrasing in the patch notes. You do get exp at 60 in the PTR.
    Posted in: News & Announcements
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    posted a message on Will monster level 10 runs worth it ?
    Quote from wizzypopje

    Quote from Shinzo
    Monster power does give you exp at 60, +160% at level 10.

    ''With this system, players can choose to increase the health and damage of monsters according to different "power levels" and in return they’ll receive scaling bonuses to experience (for heroes levels 1-59) as well as boosts to Magic Find and Gold Find (for heroes in Inferno)''

    this is in the current patch notes, it clearly say for heroes levels 1-59
    where did you see that it give exp bonus to level 60 heroes ?

    It says "as well as" right there. People who have played it say that you get all three in Inferno.

    http://www.reddit.com/r/Diablo/comments/109x5v/ptr_is_up/c6bn5dz
    https://us.battle.net/d3/en/forum/topic/6678858020?page=2
    Posted in: Diablo III General Discussion
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