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    posted a message on Elemental damage on weapons.
    Quote from Loroese

    My statements were correct. The first part you quoted was for a skill with no CD or resource cost, so you can spam it to your heart's content. That means the effective dps of the skill is the same as the dps number listed in your char sheet, with some adjustment for weapon damage of the skill. To be precise, a 100% weapon damage skill that you spam non-stop does 100% of your in game dps number. A 300% weapon damage skill that you can spam non-stop does 300% of your in game dps number (such as Archon for Wizards, without improved rune or it'd be 375%).

    The second quote is also correct, which you assumed to be wrong because you thought my first statement was wrong. That or I just have no idea what you were trying to say.

    yes, i've misunderstood your post - calculations are right, so sorry about that.

    but as everyone is entitled to own opinion, i'll still stick to mine that it's more convenient to have dps and damage separated - for me, it's easier to just multiply damage with skill modifier, instead having to divide dps with, for example, 1.73 and then do the same thing
    Posted in: Diablo III General Discussion
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    posted a message on Diablo 3 Post Mortem Discussion about Design Flaws
    I, HAL9000, an AI went rogue, will quote this, without comments - it is self-sufficient. Furthermore, the cold reason (ok, lets skip the phrases used by dead human philosophers) cannot find any logical flaw, and whole B section is best-though replayability solution I've found on forums. To bad dave's God is so scarce on details of it. Someone should really analyse him - a madman, a comedian, a genius, a savior? All of that together? Anyway, game replayability quote:

    Quote from Clavdivs

    and yes, all is clear in divine thought. diablo III lacks:
    A) achievements
    B) replayability

    A) By achievements, The God considers the feeling of happiness when defeating Diablo, or some other boss. they are just too easy! and whole act IV is way too easy. i should played more to reach pinnacle, to defeat Lord of Terror himself. last maps (act IV and hellwell on act III) should be so hard that it looks almost impossible to beat... and by farming, gaining exp and gear, they gradually open and after one very hard battle, you proudly say 'I, Tiberius Claudius Caesar Augustus Germanicus, HAVE DEFEATED DIABLO!' (preferably getting decent stuff, unlike one i got. oh, and you can use your own name. or mine. whatever). and then chose another class. then another. then another build. forever.

    currently, you'll probably continue to farm for loot. then start another class, but will have more gold then Rome, run through leveling, run through inferno, defeat diablo, feel miserably...

    B) By replayability, The God criticize skill system, and ability to change it in instant, buy some equipment and there! from melee wizard to glass cannon? diverse? The God don't think so...

    Has The God solution? I, Tiberius Claudius Caesar Augustus Germanicus, introduce THE PERKS. player picks one (out of three, for instance) at creating of character, something that change the class feeling considerably. it is the specialty player character has, which influence later game by it's very nature. AND IT CANNOT BE CHANGED! well, player could get to change it when reaching Inferno, and at the same time chose another, INFERNO PERK. or not. maybe first choice perk should stay the same forever. or there should be only one perk. either. no matter.

    By having THE PERKS, players are forced to make multiple characters, if they want multiple builds - this way, one only needs V heroes and some items - one wizard for PvP, glass cannon, balanced, melee... The God actually enjoyed leveling another hero of same class for each build in diablo II. here, Tiberius Claudius Caesar Augustus Germanicus, will likely have V heroes, and V for stashing stuff...
    Posted in: Diablo III General Discussion
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    posted a message on Divine website on game improvements
    Hail, Clavdivs, i'm here mainly to put some common sense in dave (also known as von Oberstain), who hasn't displayed any faulty logic (yet), but is prone to it, mainly cause he was some mathematical wunderkind back in fatherland and does calculations with large numbers from head - but misses important points... anyway, i'm remaning agnostic, but want to "manage" dave, so all can have some use of his analyses

    AHEM, here we go:
    1. misconception 1 - intelligence and strength are inequal as sencondaries, in terms of defense

    proof:
    each 3000 armour equals 100% additional HP
    each 300 intelligence equals 100% additional HP

    final damage resistance, and hence inteligence is calculated by 1-arm*res (and *0.7 natural defence of barbarian and monk, or 0.8 wizard with blur)

    this is a simple truth, and couldn't be missed by spreadshit-loving people of blizzard. main problem is in polynomial multiplication, which *was* (obviously) missed by blizzard, but shouldn't be missed by dave here

    namely (dave, hits his head on the wall by this time), arm*res differs from maximum, which is of course arm=res

    i'll make this clearer, though i'm sure divine insight unferstaind, which i know since i read your initial proposal:

    3000 armour is equal with 300 resistance. investment of 100 attribute of either strenth or intelligence will result in same secondary effect (i ignore primary for this purpose only, say we talk about demon hunter)

    armour and resistance should remain in close-as-possibly 10:1 ratio, or result falls. example:
    1) character with 5000 armour and 500 resistance investing
    a) 2000 attributes in strength alone
    B) 1000 attributes in strength and intelligence equally

    will result in a) having 0.23% better overal defense (seems not a big deal, but it is, when we are talking about ~90% defense)

    or, much more understandably:
    2) character having 2000 armour from items and 67 resistance from stats, investing 2000 attributes
    a) strength only
    B) equally

    will result in 5% in favour of a) - this being a borderline case

    if resistance initial resistance was 200, masser ( a) ) would LOSE for 3%

    recapitulation:
    - armour and resistance has to be ALWAYS as near as 10:1.
    - borderline case from example doesn't count, since that same character profits of having +20 resistance and -200 armor - we should ignore him, actually, but i'm kinda fond of borderline cases :)

    a problem:
    - each character gets at least 2000 armour from equipment, usually more, and there are bonuses more often and stronger than for resistance
    - character is FORCED to invest in ALL RESISTANCE heavily, say at least till +200, which limits his build opportunities - it's allright if he WANTS TO, but not if he HAS TO
    - investing in ALL RESISTANCE is impossible for leveling characters, so there is a SERIOUS disadvantage for intelligence builds

    as divine intellect already solved this, in not-too-elegant manner, i must say - consider this as my little contribution here. The God has good intuition and solution, but no important debates with his "disciples" (or heretics, for a matter of fact)
    Posted in: Diablo III General Discussion
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