How much do you think you gain from the "feature"? I am just trying to get an idea of how bad this exploit/feature is.
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Sep 5, 2015Posted in: Diablo III General Discussion
RNG is RNG is RNG. There is nothing special about it. I don't know if all weapons have the same weight (i.e. drop tables with different frequencies for each drop.) I've crafted around 200 1H Mighty Weapons and gotten quite a few ancients.
My monk keeps getting The Paddle instead of any other legendary daibo out of the Kunai's when i'm trying to get The Flow of Eternity. Got me thinking is that because of the rare daibo i'm trying to upgrade or just bad luck? I mean with 11 legendary daibo and one set one to pick from it seems very odd that I have upgraded and gotten 5 The Paddle's in a row.
11 is not a lot when you are specifically targeting Flow of Eternity, which essentially means that you want one in eight daibos on average. (I think there are eight different daibos.) It's just luck mate. Try and watch Wudijo's video on crafting, and you'll see how powerful upgrade rare and reforge legendary really is!
Apr 30, 2015Posted in: Demon Hunter: The Dreadlands
u should start farming the new UE set, its very easy to use and hits much harder.
but anyways on to ur current setup, here is what i would change
* drop that hellfire for an amulet with dex, cc, cd, socket
*change steady aim passive to cull the weak
* try to get resource cost reduction on glove
*do you need gold? if u dont, u should chage gem of hoarder to bane fo trapped
I concur with this.
IMO your biggest "mistake" is lack of resource cost reduction. That will keep you spamming cluster arrow = more DPS, since M6 is limited by resource generation.
Also, your helmet can roll cluster arrow %damage.
In the longer run, however, you should probably look into the UE and Natalya sets too. But you should definitely be able to farm low 40's pretty fast with that build. You are not far off.
My M6 DH: http://eu.battle.net/d3/en/profile/andersx-2898/hero/6205089 for reference
My FnR are definitely lacking, and I am still trying to get a better HF amulet. but until then I'm gonna stick with a normal amulet with top stats.
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Jul 29, 2015Posted in: Diablo III General Discussion
UPDATE2: Apparently, paragon starts scaling exponentially again - after level 2250. Updated chart at the bottom of this post. However, paragon 750 to 2250 are still unchanged and relatively easy to get, and provide a ridiculous benefit; and even beyond it's not super crazy scaling, though much more difficult than on PTR and pre-2.3. Despite this small bandaid fix to insanely high paragon levels, all the issues (and potential solutions) of this thread are still valid.
UPDATE: Some of the issues in this thread have been addressed as paragon continues to scale linearly after 2000. Nevertheless, paragon is still an issue and, depending on how long season 4 will last, will be an even larger issue as it was in season 3 due to the fact that XP gain will even be more inflated. The core issues are still relevant, and the solutions proposed should still work. Note that CAPPING paragon is not really a solution - better would be to either 1) let it continue to scale exponentially after 750 (best solution), or 2) remove XP gear (it's the same as MF gear in D3V), or 3) lower the benefits paragon gives after level 800 (probably the best overall and feasible solution as it also works retroactively on non-season).
Yay, catchy title! Sorry for the buzzfeed style, but at least I got your attention now. I previously made a thread about my concerns regarding paragon. There was also a nice thread on Reddit by Xabster highlighting an issue with paragon scaling. However, since yesterday we have new data as Kalmah raced to paragon 10000 on PTR using the GR glitch (live on Empyrian's stream). As it turned out, that changed the game once again - because the paragon XP charts we used so far (including Xabster in his post) were off. After reaching paragon 2000, every level requires exactly the same amount of XP - approx. 170 billion. Yep - paragon level 2000 to 2001 takes exactly as much XP as 9999 to 10000.
Edit: If you don't like to read text but prefer videos, watch Empyrian's great summary of the paragon issue: https://www.youtube.com/watch?v=llPluMsxE7M
Now, in all those paragon threads many people said "I don't care". If that's the case, and you don't like numbers or charts then just stop reading and don't bother replying, there will be nothing in here for you. Otherwise, hear me out and read on.
This is a chart displaying the race from paragon 1 to 750, how much XP you need for the next level. This is what most people are probably experiencing, or have experienced - in all Diablo games ever: as you acquire more power, acquiring *even more* power becomes more difficult. In one word, power creep is exponential. As it has always been, and as it should be. Now... after 750 this is not the case anymore. This is what it looks like once you reach paragon 750:
The amount of XP needed to reach the next level increases only linearly - by exactly 122.4 million per level. On this level you acquire several billions of XP per hour though - in 2.3 there might be scenarios of 200-250 billion per hour in a fast group - which makes this a minuscule increase. It's not like in D2 where the next level *feels* like it's going to take longer; instead of an hour it will only take an hour and a few seconds more (not even a few minutes), so not noticeable at all. That's the reason why paragon leveling at this point has become so rewarding: after 750 you make steady progress without a noticeable slowing down effect. However, after paragon 800 every level gives you 5 more main stat - which is a noticeable increase in power and something that you can't get easily through gear upgrades on that level. That's why people are hunting paragon like crazy. And the first few have reached 2000 already. That number will increase in season 4 when paragon farming becomes even easier (shared XP, power creep will let us farm 10-15 level higher). In non-season, where half the playerbase (including me) has found its home, it's going to be even worse: from the start we will have several 2000+ paragon players, and many many more just after a few weeks. Now, why is paragon 2000 such an interesting number? The answer can be found in this chart:
After level 2000, the paragon needed does not increase - as aforementioned. It will always be 170 billion. Now, why is this an issue? Simply because you will *increase your power* - more paragon, maybe occasionally even more gear, more DPS/toughness which allows for even more XP, higher GR clears which result in higher gem ranks. Paragon leveling will be faster and faster - but the paragon XP required will be the same. When you're paragon 2000, you need probably a bit more than one hour to get one level. When you're paragon 3000, you will have 5000 more main stat (!!!), which means 5000% more damage - granted, it's additive damage; but it will still make you much much stronger and let you farm faster. What that means: the higher paragon you are, the more powerful you are, and the more paragon you will acquire. "Paragon per time" (or "power per time) will not be an exponential curve anymore in Diablo - as it has always been - but it will be a bell curve. Once you're at paragon 2000, you are definitely on the lowering right slope of the bell curve, and you will acquire more power as you go on, and you will not slow down but actually get faster in acquiring this increased power.
I hope some more people start to understand now why there's something wrong with paragon. There are several issues - and relatively "easy fixes", though they might hurt. Note, I am not crying for nerfs or anything - I am almost 1000 myself, so I can see the "benefits of the bell curve" for me as well soon. But I just don't think that running low-level Greater Rifts non-stop every day is the best that this game can offer. Here are my main issues with the paragon system and how I believe it can be fixed:
Problem 1: Paragon leveling becomes slower and slower until 750, stays at approximately a steady pace from 750 to 2000, and becomes even faster after that.
Solution: It should continue to be exponential after 750, and especially after 2000. It cannot be that the power creep is even exacerbated by a bell curve - that simply has to be a design flaw. It doesn't necessarily need to be as crazy exponential as before 750, but as players gain more power it should be harder to get *even more* power.
Problem 2: Paragon levels after 800 are more rewarding than any before.
Solution: After paragon 800, each additional level should only grant 2 main stat (instead of 5). After paragon 1000 - up until 10000 - each additional level should only grant 1 main stat. That would still mean a paragon 1000 player has 400 more main stat than a paragon 800 player, and a paragon 2000 player has 800 more. On this level, those differences matter - especially in season 4/era 4, where top-level players will all have very similar gear thanks to the cube. But at least with a bit of skillful play and luck in GR RNG you can make up for it, and aren't straight out of the competition.
Alternative solution by Skelos_bg: "Cap the bonus from stats at P800. Turn the points after P800 in a currency: With this currency the dedicated players who reach P1k, P1.5k, P2k etc can buy special cosmetic rewards, more stash space etc..."
I love this idea - I would kill for stash space. The option to have one more stash tab every 200 or 500 or 1000 levels or whatever would just sound amazing and, although I dislike paragon leveling, would have me leveling like a mad man. Plus, it wouldn't break the game for anyone else if I'm paragon 5000, but at least I don't have to re-farm all gear when I want to experiment new builds. Thanks!
Problem 3: Greater Rifts, especially low GRs for speed runs in 2-4 minutes, are too rewarding and pigeonhole competitive players into a very specific, tedious, time-consuming, and (in many people's opinion) boring gameplay.
Solution: Make XP gained similar in all aspects of the game. This low GR speed madness only started after the XP was changed to be multiplicative in GRs. I guess this was done because T6 was more effective for XP than GRs (I don't really remember, but I think that was the case), and it gave people a gearing choice (Hellfire Ring or Stone of Jordan? Diamond or Ruby?). However, this means that you want to run GRs only (as it currently yields about 10 times more XP!), and you want to run approximately 20-25 levels below your "real power level", as you can afford to give up DPS for XP gear on at least some characters in the group and run this at an insane speed which yields the best XP/hour. Basically, if this game's rules would apply to football, it would mean that Champions League players would have to practice 10-16 hours a day against mediocre low-league teams to become the best players. I'm not sure that would be fun for either side. The concrete solutions here would be to reverse the multiplicative bonus XP change - or even better, get rid of XP bonuses on gear (just like you did the absolutely right decision by basically removing magic find).
Thanks for reading everyone. If you want to see the complete 1-10000 XP plot, here it is:
(Last change in 2.3, accurate as of October 2016 (2.4.2/S8), thanks to <ZE> Vajet for data and Diablo3Ladder.com for publishing them)
Nov 17, 2015BlacKcuD posted a message on Patch 2.4 PTR - BUG / EXPLOIT - crusader thorns build - REPORT!Posted in: Diablo III General Discussion
Because performance. Calculating all stats in real time would be way too much to do. You need certain intervalls on which you calculate and store ("cache") these values. Timers and intervalls are tricky (in online multiplayer games) especially, so you rest on events. Events are basically "triggers" which fire once. If you want to cache some stats regularily you pick a handful of events which have a good chance to fire every now and then. In the case of current Diablo 3 this is: zone change, death/respawn and potion use.
Also I made a post about this on the PRT feedback forums. Please feel free to bump it. I think this issue needs addressing sooner than later.
PTR Feedback Forums Thread
Nov 15, 2015jhow4 posted a message on Set Dungeons - Complete List of Locations w/Video GuidePosted in: Diablo III General Discussion
So one question that I'm already asked a lot is "Where are the set dungeons?" Mostly just a specific one every time. I decided to put together a video that should make it fairly easy to locate each and every one for every class.
**Video Guide:** https://youtu.be/ck3ASjPn0VU
If you wish to find these on your own then wear the 6-piece bonus and go to Leoric's Library in the new zone in A1 of Leoric's Manor.
Below is a text description for each and every location with pretty straight forward details.
- Immortal King's Call - A3 Ruins of Sescheron: Walk northwest and just inside the ruins take a right turn.
- Might of the Earth - A2 City of Caldeum: Take the WP and fight through the enemies towards Belial. To the right of the entry the dungeon will open.
- Raekor's - A5 Overgrown Ruins: Walk to the right of the Survivor's Enclave and go out. Follow the path and just before a set of arches on the left the dungeon will open.
- Wrath of the Wastes - A5 Pandemonium Fortress Level 1: Go to the waypoint and walk down and back. Make your way up the stairs and at the very top after a few flights will be the dungeon.
- Akkhan's - A3 Bastion's Keep Stronghold: At the bottom right you will go down into The Armory. Inside here simply walk to the bottom of the Armory and here you will find it.
- Invoker - A1 Tristram: Walk out of town towards Outlook Road, which is the path when you first start the game. Walk up the path and as you near the very beginning there will be a small nook at the bottom where you will find the dungeon.
- Seeker of the Light - A2 Ancient Waterway: Take the Ancient Waterway WP and then enter the Waterlogged Passage. Walk all the way down and before the next exit it will be on the right.
- Roland's Legacy - A2 Road to Alcarnus: Take the WP and follow the path to the left to where it's a dead end. At the very end of the path it will be at the end here.
- Marauder's - A3 Bridge of Korsikk: Take the Korsikk WP and work your way to the middle of the map. This is located where the large trebuchet is during the campaign where the short bridge hangs over the lava.
- Natalya's Vengeance - A1 Wortham Chapel Cellar: Walk outside the cellar and directly outside will be the set dungeon.
- Shadow's Mantle - A5 Pandemonium Fortress Level 3: This is a bit of a hike. Take the Pandemonium Fortress Level 2 WP and make your way all the way to the end of the map where you go to fight Malthael. Right inside of level 3 the dungeon will show up.
- Unhallowed Eessence - A2 Howling Plateau: You can take the WP to the Howling Plateau or walk through the Caldeum Bazaar. If you take the Plateau then walk south through the canyon and before it hooks back to the left you will find it in the bottom right corner of the map.
- Inna's Mantra - A2 Caldeum Bazaar: Take the portal from the Hidden Camp at the north to the Bazaar. Walk into town and take a left when you get inside where the Flooded Causeway.
- Sunwuko - A4 Pinnacle of Heaven: Fight your way through the Silver Spire Level 2 to access the Pinnacle of Heaven. Before Diablo's entrance go to the left to find the dungeon.
- Raiment of a Thousand Storms - A1 Old Ruins. Simply take the way point and walk northwest. Within just a few steps at the top the dungeon will show up.
- Uliana's Strategem - A5 Zakarum Cathedral. Walk north in the Survivor's Enclave to the large cathedral at the top of the map. Walk inside and at the top left is where you will find it.
- Helltooth Harness - A1 The Royal Crypts: Fight your way through the crypts and just before you enter the room to fight Leoric you will find the dungeon just inside the caged area at the north end right beside the door.
- Spirit of Arachyr - A2 Dahlgur Oasis: Probably the most difficult one, this will be at the left of the map. There is a small nook that will be the same every time. The video showcases what it looks like for reference.
- Jade Harvester - A4 Vestibule of Light: Simply take the Gardens of Hope 1st tier WP and walk straight down. This will take you back to the Vestibule. Once you're there walk your way down the stairs and back to the beginning. At the far back right of the map you will find the dungeon.
- Zunimassa's Haunt - A3 Core of Arreat: Take the Core WP and make your way up the map. Where the map turns to the right this will be on the far left in the corner.
- Firebird's Finery - A2 Desolate Sands: To make this easy, simply take the Archives of Zultan Kulle WP and go backwards to the entrance. Here you will find the portal to the Desolate Sands. Make your way just across the bridge and at the top you will find the dungeon.
- Delsere's - A3 Skycrown Battlements: Walk right outside of the Bastion's Keep Stronghold and take the portal to Skycrown. Make your way down the far right side of the map and in the back corner the dungeon will be there.
- Vyr's - A3 Rakkis Crossing: This is at the very end of Rakkis Cross before you get to Siegebreaker. If you have an Aether Walker you will save yourself a lot of time to get to the end. Take the top left staircase to find the dungeon at the end.
- Tal Rasha's - A1 Old Tristram Road: Simply take the Old Ruins WP and follow the path to the northeast. Take this path all the way around and when you are near the place on the left where there is a lower entry area and bodies are hanging you will find this in the bottom left of the map after making your way around.
Hope this helps!
Jul 3, 2015Posted in: Diablo III General Discussion
I will lock this because this thread is zero constructive. Just two comments:
1) The PTR has been online for just a few days. Can you please stop assuming this is what 2.3 will look like on live? At some point during the last PTR a group of 4 barbs was clearing 70+ with ease, on live currently barbs aren't even used for GR60+. Stop assuming what you see on PTR is what you'll see on live.
2) If you have concerns about the balance of classes in the upcoming patch voice this POLITELY (i.e., watch your language) and CONSTRUCTIVE (i.e., say what can be changed and do not just threaten with "i F'n quit. fu .bliz"), and do so in the respective place where Blizzard asks for feedback - on the official forums.
It is called PTR, and the T stands for "testing". It's not a place to show you an instance of development that will resemble the final state of upcoming features and asks you to make a decision on what you're going to play (or not) in September. If you can't deal with what "testing" means, then please ignore the PTR and wait until 2.3 goes live.
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