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    posted a message on Endgame is T6 Speed Rifts (Video)
    Bagstone, I dont disagree with any of that. Truth is I find I spend most of my time now doing T6 rifts since my gems are leveled but usually for a few hours a day when all the people I normally run high rifts with are on, we'll do efficient high runs which are better for exp. And that's all my point was.
    Posted in: Diablo III General Discussion
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    posted a message on Endgame is T6 Speed Rifts (Video)
    There's nothing to brag about. If you have a good group capable of clearing the lower 40s without fail, then its more efficient exp wise. Gear wise, arguable, but the amount of exp you gain on the higher rifts is enormous. You dont have to clear that quickly as long as you can clear in the allotted time.

    Put it this way, on rifts 44-46 or so, I gain about 3/4 of a bar of exp. That comes out to about 1.5b exp in less than 15mins (usually 13-14mins).

    T6 speed rifts you gain about 300m in about a 4-5 min run.

    I realize not everyone has the optimal group composition for higher rifts (if you want to know what optimal is look at the leaderboards for 4man teams, its no secret), but if you do it is more efficient.
    Posted in: Diablo III General Discussion
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    posted a message on Endgame is T6 Speed Rifts (Video)
    With an optimized group, exp and gear grind is more efficient on 40 ish rifts. We still do fast split t6 rifts, which is fastest for shards, but not the most optimal for exp and gear.
    Posted in: Diablo III General Discussion
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    posted a message on zeis-stone-of-vengeance or bane of the powerful?
    Quote from Xeppit

    but zeis depends on the position of my sentry right ? and rasalgethi could you explain me it bane just gives me 16,7 % with steady aim ?
    Bane's 20% gets added to Steady Aim's 20% bringing it to 40%.

    Say for example you do 100 damage. Steady aim will bring you to 120 damage (100x 1.2 = 120). Bane's + Steady aim will bring yo to 140 damage (100x 1.4 = 140). Going from 120 damage to 140 damage is a 16.7% increase (140/120= 16.7). Thats why people say they're additive. If they had their own multiplicatively cateogry (like Zei's does) then it would be 100x 1.2(steady aim)x 1.2(bane) = 172, much higher but its not this way for bane.

    It's the same for elemental damage.
    Posted in: Diablo III General Discussion
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    posted a message on zeis-stone-of-vengeance or bane of the powerful?
    Quote from Jalatiphra
    zeis, because zeis is multiplicative and powerfull is additive.

    that decision is really a nobrainer
    That's a little misleading. Powerful is still multiplicative, its just first additive with any other source of % damage you already have (like steady aim). So say you already have steady aim's 20%, that means powerful 20% is actually only giving you 16.7% more damage (1.4/1.2).
    Posted in: Diablo III General Discussion
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    posted a message on zeis-stone-of-vengeance works with sentry?
    Sentries dont proc anything. So, no.
    Posted in: Diablo III General Discussion
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    posted a message on World Rank 1 - Solo DH Tier 45 (no pylons)
    Quote from silvach

    Quote from TrueColdkil

    Well, not taking the defense of the OP (kudos for completing that GR) but this basically shows how once reached high levels gear and build starts to matter progressively less (you get oneshot no matter what, you need to cheese/immune mechanics) and what makes the run doable is getting the right density/mob type composition coupled with high and sustained aoe damage.

    The lighting build presented is effective because of this; he got the right GR where the build shines and can make the difference, though any other composition would have made the run not succeed, independently from the build used.

    Gratz on completing GR45. Anyway more thanks go to zombie packs than to the actual build.

    EDIT: the lag spikes caused by the build alo are a big let down to me. Though it sounds really fun and i'm going to try it if i manage to get everything needed.
    People doing rifts with help of conduits - other says 'More thanks to the conduits, do this without pylon!'
    Someone does this without pylon - other says 'More thanks to the density, you try this on EMPTY grift'.
    Someone will do this on not-so-great-density GRift and Saxtis - other will say 'More thanks to the broken set M6, you try this without it'.
    Someone will do this naked, after descending 25 levels due to low density of the mobs - other will say 'More thanks to the paragon level, try this without paragon levels'
    Someone will do this naked, after descending 25 levels, with fresh lvl70 - other will say 'More thanks to the game mechanics, try to do this without using the game mechanics'.
    Someone will uninstall the game to make others happy, other will say 'Good for you newb, go exploit somhwere else'.


    Jelly will stay jelly.
    LOL, some truth to this. Grats to the op. I gotta try this build out.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Condemn Sader - What gear should upgrade (gamble) for next?
    The Bop is common so its not that bad of a decision to gamble one. I'd also suggest playing a different build until you get one, it just isnt efficient without it.
    Posted in: Crusader: The Church of Zakarum
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    posted a message on armor vs all ress?
    Armor and resists are treated exactly the same way in damage mitigation calculations. They stack multiplicatively, so whatever you have less of will do more for you. If you're a str or dex class, you already have high natural armor, so obviously resists is the way to go. The opposite is true of int classes.
    Posted in: Crusader: The Church of Zakarum
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    posted a message on What happened? :(
    Too many layers of RNG.

    Map layout - open maps without dead ends as opposed to linear maps are generally better as it allows you to gather and pull more mobs which is more efficient.

    Density - self explanatory.

    Mob type - the progression given by mob types are just not balanced right now. Some mobs which are easy to kill give you more progress then they should, while some mobs which are difficult to kill (angels) dont give you enough.

    Pylons - the particular problematic one is conduit. On higher tiers, the only way to really get good times is to save the conduit for the rift guardian.


    I'm ok with randomness but the randomness shouldn't swing your times by more than 10%. It's suppose to be a competition, not fishing for the perfect rift.
    Posted in: Diablo III General Discussion
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