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    posted a message on is t5 bugged atm for drops?
    Quote from azakus87
    U're cursed. U must salvage all your items to break that curse. Sry man. Its the only way.
    I suggest drawing a pentagram with gems on the ground around the rift portal and sacrificing a stack of crafting mats to RNGesus. This has worked for me in the past when on a streak of bad luck.
    Posted in: Crusader: The Church of Zakarum
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    posted a message on What will you be replacing Firebats with?
    Quote from Skreeves

    Quote from YoyoTanya

    Splinter Dart.

    3 Hit per cast = 10%+10%+10% Fetish proc chance (Multiply it by your attack per seconds).

    This should give us our very own Fetish Army faster than Vampirebat ever done.
    I'm afraid that's not how chances work with skills in this game.

    Every skill has a coefficient, which get's multiplied with the proccchance and Spliter Dart probably has a very low one.
    According to some random websites that list these things, splinter has a 1/3 proc coefficient, so it generates fetishes exactly as fast as the other runes (assuming all three darts hit).

    They've done a lot of rebalancing of proc coefficients over the course of development, so I doubt there's going to be an obvious best choice now (but I could be totally wrong).
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Will this Spec's Handle D3?

    It will run D3 easily. My 5 year old laptop still runs it on medium settings. If you're just buying this for D3 it is overkill, although the specs will extend the laptop's longevity for sure.

    Posted in: Diablo III General Discussion
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    posted a message on Pre-expansion patch release date speculation....
    0.999999...=1????

    I'm really disappointed that we got no ETA information at blizzcon. It was really the one thing I was looking forward to. I vote for Q3 next year.
    Posted in: Diablo III General Discussion
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    posted a message on So... did we actually learn anything?
    Quote from Elendiro

    I believe nephalem trials, loot runs and nephalem rifts are the same thing. They used nephalem trials as the temporary name but used loot runs as a word to describe it so everybody knew what they were talking about.

    They were definitely distinct at gamescom, when Josh described nephalem trials as mini-instances accessible randomly from the world. He also stated that they were a separate system from the loot runs. I go the impression that they were a pretty minor system though so perhaps they were just overlooked again. Blizzcon seemed very art and development process focused rather than providing details of game systems, which makes sense if they're still iterating heavily on systems but have a lot of finished assets to share.
    Posted in: Diablo III General Discussion
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    posted a message on band of hollow whispers

    My new favorite website!
    Posted in: Diablo III General Discussion
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    posted a message on Duped Items Question
    Quote from Jaetch

    Nothing will happen if you buy a duped item.

    It's just a matter of preferences and your "morals," I guess. If I had the $ or gold to do it, I'd buy out every dupe and then brim them.

    Sadly, that's exactly what the dupers would want. They're only cashing out. There really is no good solution.
    Posted in: Diablo III General Discussion
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    posted a message on Paragon Level 800...and the future of main stat/vit?
    This is all idle speculation until we have some information on the conversion rate. If it continues with the same exponential coefficient, p300 is unreachable in the human lifetime even with 100% playtime. I don't see them doing this exactly, but experience in Diablo games has always been exponential. Thus plvl=Log[exp] and logarithms increase very very slowly. There will be some unreachable paragon level, its just a question of what it is unless there's a major change in experience mechanics.

    Just to demonstrate. If you grind exp at approximately the current best rate for 30 hours, you have a p100. If you then grind 24/7 every day for 100 years without stopping, you'll just have gotten p400. p500 requires a little more than 10,000 years.

    Its totally possible that there will be a major change in experience mechanics (some polynomial instead of an exponential, perhaps, or some strong damping term) but without knowing anything, talking about what happens after p800 is a little crazy.
    Posted in: Diablo III General Discussion
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    posted a message on Don't Remove Corpses? Like PoE
    Quote from shaggy

    In PoE there's a reason for corpses to exist: raise skeletons and spectres.

    In D3 there's no reason for corpses to exist.

    This. It'd be a pretty major change to make corpses interactable items in D3. Otherwise I don't think having them there just for visual effect really adds much. After a big fight the few seconds of gore splashing around is sufficient for me at least.
    Posted in: Diablo III General Discussion
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    posted a message on Please Add Elite Markers On Minimap
    I don't think this is a good idea at all. It just exacerbates the sense that the game is walking people through what it wants them to do, which is generally considered a negative. People complain about the yellow arrows on the minimap for quests, for instance and this would just be more of the same.
    Posted in: Diablo III General Discussion
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    posted a message on Every Legendary Affix So far...
    Do people think all of these will be on specific legendaries, or could some get distributed randomly (perhaps a random small chance from the mystic?). I think it'd be cool to have some relevant randomization on legendaries still.
    Posted in: Diablo III General Discussion
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    posted a message on Crushing Blow Returns?
    Quote from Solmyr77

    There were several such items in D2. They were like a "set", that you would use to lvl certain characters/specs, because of their low dps. That was back when there were no respecs and you had to level using the skills you aimed to use in the endgame (in many cases: pvp) ;)

    Not just to level. Pretty sure there were endgame melee's who wore guillaume's face for the CB, among other items. You could build a viable zealot where CB was the main damage dealer. Of course I only played PvE seriously; I guess it wasn't a thing in PvP.
    Posted in: Diablo III General Discussion
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    posted a message on [Suggestion]: Magic Experience and Magic Levels
    Quote from Edriel


    Quote from elQueso

    This would give a huge benefit to players that can play 3 hours or more in one go, which I don't like at all. I think NV is plenty of incentive to play longer runs, and this system would increase that multiplicatively.

    This is one of the cons I wrote in fact.
    I don't mind to make the maximum level cap to be reached after 30 minutes, but then its inherit bonuses (MF) have to be cut by a lot.

    I will add this to the Q&A

    Sorry, what I meant is you're just multiplying NV by itself. All it does is exacerbate both the strengths and weaknesses of the existing framework. No offense, but your idea offers nothing that can't be merged into the current NV system. I wouldn't be opposed to some tweaks to NV to make it similar to this though. Currently festering woods are better than any other zone because of the 4 guaranteed stacks. If NV were earned progressively with experience gain or similar, this problem would be mitigated, but then elite skipping would be viable, so again a trade-off.

    Quote from Freydal1743

    I really liked the endlessly deep random dungeon of torchlight and the somewhat random monster spawn in act 5 hell of diablo 2.

    As an aside, I hated the random monsters in act 5 hell in D2. I thought it totally mangled the atmosphere. Also, the friggin gloams...
    Posted in: Diablo III General Discussion
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    posted a message on [Suggestion]: Magic Experience and Magic Levels
    This would give a huge benefit to players that can play 3 hours or more in one go, which I don't like at all. I think NV is plenty of incentive to play longer runs, and this system would increase that multiplicatively. I also don't think an additional rather complex game system is a good way to go about removing a single affix from the game. Although it may not be perfect in its current implementation, I honestly don't think this is a gamebreaking issue.

    Like Jamoose said, well written and polished idea, but one that I don't think there's space for in the game.
    Posted in: Diablo III General Discussion
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    posted a message on Feedback on Capped Stats / Paragon Point Allocation in RoS!
    Quote from Ashy_Larry

    i'd be fine with that so long as enemies are balanced as well.

    I assume they're going to balance the enemies too, yea. What would be the alternative, having monster and player character teams that never interacted and just hoping for the best on release day?

    I'm just saying the stats can be reweighted such that the first partial derivatives of player damage wrt each damage stat time the max roll are all approximately equivalent at high ranges. As I mentioned earlier, stats with beneficial side effects (i.e. not CD) should do a bit less. Basically if you draw the contour surface of damage as a function of all 5 damage stats through their likely ranges for max level characters, it should be sloped equally each direction, as opposed to now. I think what it comes down to is that their knee-jerk reaction to attack speed being too strong screwed the game up. They should have nerfed CC+CD at the same time to keep them in line.

    Quote from shaggy

    I think that PuR effecting the size of AoEs (and other abilities) is a great example of taking the "let's try to make this stat good for some spec" way too far.

    It works with the WD abilities because they're NOT AoEs. They're "every time <this> happens within <this many> yards, then <something else> happens" kind of things which clearly lends itself directly to modification from PuR. Could you imagine how ridiculous certain abilities would be even if you could gain just 1 or 2 yards more on their AoE (I'm kinda looking at Whirlwind, Cloud of Bats, etc.).

    Frankly I think it would be MORE interesting if, instead of trying to make PuR modify everything, they'd make it modify things like the bubble/chains area for Sentries and things like that. I don't think it's a very good idea to make PuR extend the range on damaging abilities as, at some damage value, PuR would become a very... very... very... very strong farming stat.

    Once you get to one-shotting monsters what matters most is how quickly you move between them and how many of them you can hit at once and both of those things need to be fairly tightly controlled otherwise certain builds will pull so far ahead of other specs in terms of raw farming efficiency... and we're back to square one.

    Okay universally increasing AoE effects by some fraction of PuR would obviously be dangerous. I only mentioned it in passing; your suggestion is much better thought out. Basically right now PuR is only useful to a small proportion of WD's. Thus its useless on strength gear. If each class had some niche application for it, it would never be a total waste of a roll, and similarly for things like thorns, globe bonus. It seems like RoS is taking these two in the right direction, which I'm excited about.
    Posted in: Diablo III General Discussion
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