Not sure if I'm reading this wrong, but I think you made a mistake. 1 attempt with 20 affixes is 5% (1/20)
I think you forgot, that you are presented with TWO new affixes to choose from (from which none, one or both might be what you are looking for). If it was only ONE new affix, you are of course correct.
Isn't 1 attempt with 20 affixes 2/20? Why is it 9.75% and not 10%?
No, and let me give an example:
Let's say you are trying to roll crit chance (CC) amongst 20 possible affixes.
There are 20x20 = 400 possible combinations of possible outcomes of what the Mystic will let your choose from.
19 will be [some undesired affix and CC]
19 will be [CC and some undesired affix ],
Then there is the possibility [CC and CC] (since you get the same affix twice) which is only 1 out of 400.
In total there are 19 + 19 + 1 = 39 out of 400 combinations that will give you CC.
That gives the probability 39/400 = 9.75%, and not 10%. I hope you follow me.
After 7 attempts, the probability would still be 10,25% on the next try. :/
Exactly, the probability is the same each time (not sure if you are trolling?). The percentage reads the probability of getting the affix in N attempts or less. Obviously there is a better chance in 7 attempts or less than in 6 attempts or less.
Pertaining to the example: If the probability of getting it in 7 or less had been like 5% I would likely never have tried, but ~50% seemed reasonable given the crafting mats I have available.
If you are wondering what the chances to re-enchant a certain affix on a certain item, here is what the probability is, read this post.
How-to-use: Put your item in the enchant slot at the mystic. Click the question mark and count how many possible affixes the affix you want to replace can be enchanted into. The percentage listed is probability that you get the desired affix (out of the number of affixes) in a certain number of attempts or less.
Example: I had a pair of rare boots and wanted to re-roll Armor into Arcane Orb damage%. I counted a total if 19 affixes which Armor could be re-rolled into. I noted that after 7 attempts, the probability will be higher than 50% and decided to try and use my Death's Breath on getting Arcane Orb, which I then got. I might never have gotten my desired affix, but at least I knew, that it was quite likely that I might eventually re-roll Arcane Orb on my boots.
Disclaimer: This assumes, that all affixes have the same probability to roll, and a bunch of other stuff we don't know about
I have been avoiding using a lifesteal weapon, as I know in 2 weeks it won't be useful - hence my attempts to make this work with just life on hit. Is 1000 All Resist necessary or even possible? I have 624 from items and 10% of my Int, plus more from paragon points. I'd need it on nearly every item
If you ONLY worry is Seige Breaker, then why don't you just get a cheap with Life on hit and life steal? Then just gear swap for that particular fight? I used to do that when I was doing Ubers on the PTR.
1000+ resist all is indeed very possible! Even more so if you use Prismatic Armor. I linked my Wizard profile, and as you can see the items aren't amazing I think I have 5-6 items with resist all on it and 1000ish resist all with storm armor (no glass cannon tho).
The amount you heal is lower than the amount you damage yourself. Consider using another weapon. I use a rare sword with 3% life steal on it and have around 1000 resist all, and have never had a problem with reflect.
To say that those townportal shoulders are bad is just pure ignorance... It gives you a dmg reduce shield WHENEVER YOU WANT ONE! It's like having a 7th skill. You don't have to cast your townportal to an end. Just make a short cast to save your ass from things like molten or arcane. There are lots of situations where you can't avoid area damage. So just cast your town portal in the last moment, take those hits and continue your fight.
Those shoulders are the most OP shoulders in hardcore... Softcore is just too forgiving with deaths...
As one who owns a pair of those shoulders. You still take around 35% damage (depending on your roll), so you can't just panic-town portal while standing in arcane/molten/poison/etc. They're actually not very useful. Only thing they really can be used for is TP'ing and you get hit by the odd quill back you hadn't noticed. May be useful for HC, but I doubt it.
I had the exact same experience with my level 60 characters.
Zero monsters most of the time, then you see a group and BAM they're gone. I would be happy to play more PTR, but just running around, barely encountering monsters, seems pointless. It is difficult to test anything without any monsters, let alone difficult packs, large mobs, etc.
I can easily survive without any life steal though, just by health-globes. So I guess that part worked.
Siegebreaker was kind of a b----- because of the reflect damage, and I had to use dual life-steal weapons not to kill myself. Two rounds of ubers on Master (60), and only one part. This is the other thing that bugged me.
The skill changes seems pretty good overall, but again hard to test.
Cursed shrines are cool though. Definitely! Go farm those.
Crafting is a joke though, with the common debris. Which turned out to be not-so-common. And all the crafting materials you can't possibly get? I have stacked a few hundreds of white belts on chars to transfer to the PTR so far.
Looking forward to the next PTR iteration!
GingerAngerand I have put together a barb from self found stuff. with ~100K dps.
We're giving the gear to someone who can use it. If you want the items, sign up here and post your barb. Only rule is, that the gear set is an upgrade to your current barb
Just a quick post concerning the cost of re-enchanting in Reaper. Each time you enchant the same item, the cost of the next re-enchant increases by 20% (currently). Exponential growth here, yay.
But how much gold should you save up in 1.08 if you want to be able to re-enchant X times?
Good question! The following table is the cumulative (or total) gold spent for enchanting an item X times.
Fist column is the number of times, and the first row corresponds to the starting cost. E.g. If I want to enchant the same amulet (starting cost = 1M gold) 17 times, I will spend 106M by doing so.
EDIT: I can't for the love of god make this look nice, since the forum auto-indents stuff in code-tags. Sorry bros.
As an example. The sword Moldran is showing below. There are 11 possible affixes, of which three will be rolled of which one is predetermined from the list of 11. That mean that the probability of getting, say, a socket in in one roll in this example is 2/10. This number of crafts follows a binomial distribution.
The number of re-enchants to get no sockets with less than 5% likelihood is 14. I.e. if you re-enchant this sword 14 times, the likelihood that one or more of your enchants is a socket is >95%. You might still not get that socket though (thanks RNG!).
21 re-enchants gives you less than 1% of not getting a socket.
The cost of 14 re-enchants of this sword (starting price = 62,125 gold) is 4.5M.
The cost of 21 re-enchants of this sword (starting price = 62,125 gold) is 14.0M.
If your amulet (I haven't seen amulet enchantments on streams yet, please post a sceendump if you know of one!) has 11 affixes you can choose you reroll from, then the same logic goes, but just with a much steeper starting price.
The cost of 14 re-enchants of this hypothetical amulet (starting price = 1M gold) is 59M.
The cost of 21 re-enchants of this hypothetical amulet (starting price = 1M gold) is 225M.
I hope this will help putting things into perspective. If you want to reroll several amulets and legendaries, you should probably save a couple of billions?
The Core tab has no caps...you need 200 points to cap all four stats in each of the three non-Core tabs...
And only every fourth paragon point can go into the non Core tabs, so you really need 600 points just to cap each field in the three non-Core tabs, and since every fourth point is used this way, you actually need paragon 2400 (2400/4=600, 600/3=200, 200/4=50) to cap all three non-Core tabs in each of their four stats...this is the equivalent of hitting paragon 100 in the current system ~341 times.
You are right about the no cap! My bad, will update! To my understanding, however, the point allocation cycle between the tabs for each level-up. So you can't, say, spend the first 200 level in the offense tab. Or has that been changed?
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Let's say you are trying to roll crit chance (CC) amongst 20 possible affixes.
There are 20x20 = 400 possible combinations of possible outcomes of what the Mystic will let your choose from.
19 will be [some undesired affix and CC]
19 will be [CC and some undesired affix ],
Then there is the possibility [CC and CC] (since you get the same affix twice) which is only 1 out of 400.
In total there are 19 + 19 + 1 = 39 out of 400 combinations that will give you CC.
That gives the probability 39/400 = 9.75%, and not 10%. I hope you follow me.
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Pertaining to the example: If the probability of getting it in 7 or less had been like 5% I would likely never have tried, but ~50% seemed reasonable given the crafting mats I have available.
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How-to-use: Put your item in the enchant slot at the mystic. Click the question mark and count how many possible affixes the affix you want to replace can be enchanted into. The percentage listed is probability that you get the desired affix (out of the number of affixes) in a certain number of attempts or less.
Example: I had a pair of rare boots and wanted to re-roll Armor into Arcane Orb damage%. I counted a total if 19 affixes which Armor could be re-rolled into. I noted that after 7 attempts, the probability will be higher than 50% and decided to try and use my Death's Breath on getting Arcane Orb, which I then got.
I might never have gotten my desired affix, but at least I knew, that it was quite likely that I might eventually re-roll Arcane Orb on my boots.
Disclaimer: This assumes, that all affixes have the same probability to roll, and a bunch of other stuff we don't know about
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You can't reroll level 70 affixes on a level 60 item any longer (was possible during the beta).
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1000+ resist all is indeed very possible! Even more so if you use Prismatic Armor. I linked my Wizard profile, and as you can see the items aren't amazing I think I have 5-6 items with resist all on it and 1000ish resist all with storm armor (no glass cannon tho).
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Step two ... get more resist all.
The amount you heal is lower than the amount you damage yourself. Consider using another weapon. I use a rare sword with 3% life steal on it and have around 1000 resist all, and have never had a problem with reflect.
http://eu.battle.net/d3/en/profile/andersx-2898/hero/6272847
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GingerAngerand I have put together a barb from self found stuff. with ~100K dps.
We're giving the gear to someone who can use it. If you want the items, sign up here and post your barb. Only rule is, that the gear set is an upgrade to your current barb
http://eu.battle.net/d3/en/profile/andersx-2898/hero/16843860
Cheers!
EDIT: I guess it's really only a 97K DPS barb really.
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But how much gold should you save up in 1.08 if you want to be able to re-enchant X times?
Good question! The following table is the cumulative (or total) gold spent for enchanting an item X times.
Fist column is the number of times, and the first row corresponds to the starting cost. E.g. If I want to enchant the same amulet (starting cost = 1M gold) 17 times, I will spend 106M by doing so.
EDIT: I can't for the love of god make this look nice, since the forum auto-indents stuff in code-tags. Sorry bros.
As an example. The sword Moldran is showing below. There are 11 possible affixes, of which three will be rolled of which one is predetermined from the list of 11. That mean that the probability of getting, say, a socket in in one roll in this example is 2/10. This number of crafts follows a binomial distribution.
The number of re-enchants to get no sockets with less than 5% likelihood is 14. I.e. if you re-enchant this sword 14 times, the likelihood that one or more of your enchants is a socket is >95%. You might still not get that socket though (thanks RNG!).
21 re-enchants gives you less than 1% of not getting a socket.
The cost of 14 re-enchants of this sword (starting price = 62,125 gold) is 4.5M.
The cost of 21 re-enchants of this sword (starting price = 62,125 gold) is 14.0M.
If your amulet (I haven't seen amulet enchantments on streams yet, please post a sceendump if you know of one!) has 11 affixes you can choose you reroll from, then the same logic goes, but just with a much steeper starting price.
The cost of 14 re-enchants of this hypothetical amulet (starting price = 1M gold) is 59M.
The cost of 21 re-enchants of this hypothetical amulet (starting price = 1M gold) is 225M.
I hope this will help putting things into perspective. If you want to reroll several amulets and legendaries, you should probably save a couple of billions?
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You are right about the no cap! My bad, will update! To my understanding, however, the point allocation cycle between the tabs for each level-up. So you can't, say, spend the first 200 level in the offense tab. Or has that been changed?