If that mats issue makes it live, would make seasonal SO much easier.
- Okakeri
- Registered User
-
Member for 10 years, 4 months, and 20 days
Last active Fri, Jul, 7 2017 01:06:53
- 0 Followers
- 240 Total Posts
- 35 Thanks
-
Feb 28, 2017Okakeri posted a message on PTR Patch 2.5.0 Known Issues, Necromancer Fan ArtPosted in: News
-
Jun 22, 2015Okakeri posted a message on D3's Biggest Problems?Posted in: News
The points are lacking. With the point about Ancient weapons, its not that ancients being rare is a problem, its that the amount of stats in the game is overtly convoluted. We have TOO many stats that either does the exact same thing as another stat (Vitality and +%life, Life on hit and Life per second, Life on kill and extra regen from healing orbs), OR are just so far above and beyond other stats that there is no alternative to not having it (Elemental/Elite +% damage, +% weapon damage being the biggest ones, but crit chance+crit damage being another). Thus, it turns what could have been decent gearing choices/decisions into a BiS numbers thing, where you either HAVE to have all the right stats, or the item is complete trash. And given that theres around 5 commonly found "mandatory" stats (Str/Dex/Int, crit chance, crit damage, socket, +damage of all forms) makes gearing both simple (Have these stats, trash if otherwise), and stupidly complex (Have to calculate breakpoints, ect). The fact that most stats roll with a 50% range (500-750 of a stat) is also bad, further decreasing the chances of getting a GOOD item when you actually get the item you are looking for. Consolidating/merging most of the stats, AND narrowing the potential stat roll range would significantly help with gearing.
The points about legendaries are also moot. You could give EVERY legendary in the game stupidly OP powers, and the ONLY thing it would do would force people into the next most efficient build. As it stands, set bonuses are just TOO good to pass up, leaving people with only a very few slots. The addition of Focus and Restraint was HORRIBLE. Yes, for a number of classes, it DID break the RoRG+2 sets builds that were fairly common, but all it did was REPLACE said builds with a 6 piece+focus/restraint build, leaving only the belt, bracers, amulet, weapon and off-hand items left. Hell, at least with RoRG, we had a choice of what secondary set to use. 125% extra damage can't be passed up. If one wants to bring MORE legendary affixes into the game, then one needs to find a way to have the legendary affixes SEPERATED from gear. Perhaps a method where, after getting a certain amount of xp with a legendary piece equipped, it gets "saved" onto your character, and you can then keep a select few legendary affixes permanently (Which WOULD create a good amount of build variety. As an example, you would get Demon Hunters getting Kridershot's legendary effect, and then swapping out their weapon to, say, Calamity, or vice versa, or even grabbing both and using a 3rd legendary weapon, like the piercing bolts xbow, at the cost of not being able to grab, say, the town portal shoulder affix (Would be very useful as a damage reduction CD on high Grifts), or Thunderfury's affix, ect.
-
Mar 18, 2015Okakeri posted a message on New Cosmetic Wings, Ancient Weapons Talk, Quinsane vs GR 52Posted in: News
Ancient items, period, create a big problem in the loot system. Diablo 3 gear already has too much RNG - Did you get the piece you needed, did the piece itself have good stats/amounts on it, and then they up and added Ancient. Previously, getting the "needed" piece from any legendary drop is something like a .1%, getting a "good" needed piece is something like a .01% chance from any legendary drop, and perfect, .001% chance to drop. With Ancient, its even worse. Blizz needs to curtail some of the more useless stats (+life%, specific resistances, +gold/health globe pickup, among many others), and reduce the possible stat range to, say, 10% difference, rather then the current 50% difference. Only then would Ancient items have been a good addition to the loot roll, instead of just adding another layer of useless RNG to looting.
-
Feb 22, 2015Okakeri posted a message on Micro Transactions likely coming to Asian serversPosted in: News
Huh. It only took them this long to start implementing Micro-transactions for their more single-player games.
Wonder how long it'll be till Starcraft has cosmetic micro-transactions?
-
Apr 4, 2014Okakeri posted a message on The Big RoS Number Crunch, How the Rift Buff Works, Legendary Mats Drop Buff Coming, Frozen Time, Bounty Split Farming GuideSo Torment monster HP increases by roughly 60% per difficulty jump, and monster damage increases roughly by 45% per difficulty jump (Thus, when going up torments, you need 60% more damage and 45% more toughness to graduate to the next difficulty).Posted in: News
According to the chart though, Legendary Drop rate does NOT increase at the same rate. That is, the legendary drop rate going from T1-T2 is greater relatively then going from t5-t6., t4-5, and t3-4. Of course, this may be due to its "speculated" increase, as the leg drop increased isn't confirmed beyond 15% increases. Gold/XP bonus is the opposite though, so you lvl/get more gold as you go up torment lvls compared to the previous increase.
That is to say, the amount of legendaries gained per monster health increased DECREASES as you go up torment lvls (The monsters gain more health relative to the legendary drop rate increase), and the amount of gold/xp bonus per monster health increase INCREASES as you go up torment lvls (The mosnters gain less health relative to gold/xp bonus), although the gold/xp bonus is not as large as the health jump (30-50% instead of 60%+ increases).
Increase of Death's Breath droprate is linear, 20% straight up.
Key drop rate is wonky, between 13-17% increase per torment increase with no real pattern.
So Ima say that the leg. drop rate increase going up torment lvls is either wrong, OR blizzard needs to significantly buff the drop rates as you go up torment lvls. -
Apr 1, 2014Okakeri posted a message on [April Fools] You Thought We Were Kidding...Would have been a bit more believable if you had used the male's voice instead of the females...Posted in: News
And used Gargantuans instead of Zombie Dog. - To post a comment, please login or register a new account.
0
T1 can be done in pure lvl 70 yellows.
T2 is if you have like 2 legendaries.
T3 is 5 legendaries
T4 is lots of legendaries
T5 is if you got a damaging set bonus going on
T6 is if you got a damaging and defensive set bonus going on.
T7 is if you got a full 6 piece going on
T8 is full 6 piece+1 supporting legendary
T9 is full 6 piece+legendary/set weapons (With the 60%+ skill damage boosts)
T10 is full 6 piece, legendary/set weapons, supporting legendaries.
T2 can pretty much be done right off the bat as long as you go with the most efficient skill set up, so there really isn't any "gearing up to Torment". Quick stats, you need ~1.5 mil toughness or so to not die in T2, and only ~300k damage on the sheet to down stuff.
You can start up a seasonal character to get free 6 piece bonus, and be able to instantly do T7 (Get to lvl 70, kill a certain boss on T2, solo GR 20).
Some more notes - A Crusader is an exception to the Torment listing - A thorns build can pretty much go strait to T5, without a single legendary (Flawless Imperial Topaz, 5 or so pieces with Thorns on em, Thorns damage is super strong). Its incredibly simple to gear (The supporting pieces for it are fairly common, and most of them increase your toughness allowing you to easily do higher lvls), and it boasts the highest possible toughness out of ALL the sets (100% block chance, 55% damage reduction from Justice Latern, 50% from Aquilla Cuirass, 30% from BLood Brother, 50% from 4 set bonus, you don't gear for Crit/RCR so you can get more defensive stats, Vitality has strong offensive value above a few other skills, you use Iron Skin/Akarat's Champion/Consecration for your skills, you can get 100% uptime on those 3 skills, ect. Its insane value man).
Let me see..
As a general strat, do bounties until you have ~10 of each act mats (for starter cube), run Rifts until you get greater Keys, run Greater Rifts until you get your needed gems. Once you have those 3 things done, you just alternate between Bounties(When you run out of mats), Rifts (When you run out of Keys), and Greater Rifts. Note that for best efficiency, try to do as high Rifts as you can before a Greater Rift for best rewards (Quick rule of thumb, if you can do a Rift in 6 minutes, the equivalent Greater Rift lvl is ~3-5 lvls higher, due to mob health/damage being DRASTICALLY lower then in the Rift. T10 Rifts are, in-game, equivalent to GR 45, but you can do pretty close to GR 50 if you can down a T10 rift within 6 minutes)
1
Its best to be on the safe side then the sorry side imo.
2
GR 45 setless- Tricky for some classes. Crusaders have it the easiest by far - Stack a shitton of thorns, use Hack/Sanguinary Bracers. Easy.
6 GR 55/8 set masteries - Time consuming. GR 55 is easy enough that if you have lvl 50 gems+600 paragon, you just need a 6 set and supporting weapons, no ancients required. Set dungeons require more time due to needing 6 piece of more sets, which can take a while longer, but are again easy, especially since you can have additional players help you (Just having them go behind you and pick off mobs you missed helps a !@#$ing ton)
Sprinter - Only hard conquest this time around.
Avarice - This can be done on T6. Stack Gold Find, as much of it as you can spare. Get a lvl 50 Boon of the Hoarder. Go through the Ruins of Corvus WITHOUT killing a single mob, open all the doors, spawn all the scarab packs. When you reach the end, teleport out. Go back to the start of the Ruins of Corvus, Plot out the most efficient path, kill mobs, loot. Did it with an extra 30mil gold, had Leorics Crown (82% gold find), Goldskin (Always 100% gold find), gold find on amulet (100%), and ~3 pieces with gold find (another 100).
So, really, the hard conquest is Sprinter. Even the 45 setless requires either stacking of certain legendaries/paragon/gems for a class (Demon Hunters use Magefist, Cindercoat, Yangs, and DML for infinite Multishot Spam+huge fire damage boost, Wizards can use Arcane Orb/Twister builds, ect), or just go Thorns Crusader (Super easy, I swear, its ridiculous)
Now, for gems/GR 70...
Gems have a 60% chance to be upgraded up to the same GR lvl. OP stated he can do GR 68, so he has a 60% chance to upgrade gems up to lvl 68. Time consuming, yes, but easily doable.
Given that OP hasn't linked his gear, im going to assume that he does NOT have 3 lvl 65 legendary gems, and are probably in the 50s range. Getting 3 gems up to lvl 65 from lvl 50 is almost equivalent to an entire GR lvl, so thats GR 69. Im also going to assume that he does not have ANY Caldessans, whatsoever. Getting 5 lvl 60 Caldessans is equivalent to another GR lvl, so thats GR 70 atm.
Finally, theres a question of, are you clearing the right way? Note that there is such a thing as GR RNG that can lead to a 5 GR swing either way. Sometimes I clear GR 55 (My normal speed farm atm) with only 3 minutes to spare due to having 3 minute stretches of 0 elites. Sometimes I can clear GR 60 in 5 minutes due to having tons of elites everywhere. Note that with the current GR meta, if you do not have the ability to drag mobs into huge groups (Helltooth does with that one Zombie Wall rune that moves mobs around, but its time consuming), then you essentially have to stay moving, ONLY stopping for groups of more then 20 small mobs, elite mobs that you don't take more then 30 seconds to kill, and groups of more then 5 big mobs (Abominations, Unburied, Savage Beasts, Gorgons, ect) If you stop to kill packs smaller then that, you are doing it wrong. If you spend 2 minutes trying to kill an elite group thats a bad combo for you (mob/power composition), you are doing it wrong. If you stop to kill every single minion of an elite pack rather then focusing down the champ, you are doing it wrong.
0
0
Guess ima have to roll DH, AGAIN. Although looks like I can do monk as well.
0
1
Also, for best lvling, craft both a set of Cain's/Borns lvling gear, get a helmet with a socket, and put a ruby in it. All 3 of those combined will more or less double your lvling speed.
1
Going from Hard-Expert only grants a ~30% increase in xp gained, but a 60% increase in mob health gain (45% increase in mob damage gain). It is NEVER worth it to go to Expert. You go from Hard->Master (~120% increase in xp, ~130% increase in health/damage)
0
0
I posted an idea in another thread here on the forums, and at the D3 forums, http://us.battle.net/d3/en/forum/topic/20742384995#1
Basically, Legendary gems to the Kube. Caldessan's Despair is moved to Urshi - Rather then having to deal with the roundabout method, you can simple grant +5 to primary stat on the Ancient rather then upgrading a gem, with the same success/failure rate as the gem itself. Gem of Ease recipe is removed, and lvl 25 gem of ease allows for bypassing all the lvl restrictions with gear
0
I posted something to fix this at http://us.battle.net/d3/en/forum/topic/20742384995#1
Essentially, move the Legendary Gems to Kanai's Kube. Caldessan's Despair is moved to Urshi. When you get to Urshi, you can upgrade your gems (Which are now account wide), or you can upgrade an ancient piece for 5 primary stat (Based on class, Vit upgrades removed), with the same chance of success/failure as gems.
The Gem of Ease recipe is moved to Gem of Ease lvl 25, which allows for the character equiping it to ignore all lvl requirements on gear.
0
Yea, Frenzy would be easier with that. I was thinking Bracers of the First Man with the +50% attack speed buff, but Frenzy would provide the same thing. Heck, while it may not be able to do 87 now, 82 should be easily doable with an LoN build.
0
0
Currently, for instance, Wizards have the Flashfire build, which utilizes both Tel'Rasha and Firebirds sets. Barbs have Raekor-Kings, more or less the top damage build for Barbs, that utilizes the 4 piece from each sets. Of course, rather then nerfing either of the 2/4 piece bonuses, blizzard is instead buffing the 6 piece bonus for Raekors, IK, and Firebirds, to make going with the full 6 piece of those sets better then going with a mix of the boosts. If you really liked the way those builds played, you can still play em, and still do just as good as you did pre-2.4.1, but not as good as, say, 6 piece Raekor/6 piece IK.
So, imo, its more likely that 6 piece Shadow/Maurader will see a larger buff, then for 2 piece Shadow/4 piece Marauder to see a nerf.
In addition, if the sentry build does see a nerf, it won't be because of the damage, but because most of the damage would be coming from the Sentries, and not from the DH.
Of course, 4/4 shadow/maurader, if it DOES see a nerf itself, will see a nerf in one of three ways
1: Swapping the 4 and 6 set bonus of Mauraders - This doesn't affect Mauraders at all, but essentially kills the current build in that it doesn't utilize the hugely buffed sentries. Damage from the DH themselves will GREATLY increase, however. More emphasis on the DH, less emphasis on the sentries.
2: Swapping 2/4 piece Shadows (Doesn't affect Shadow builds at all) - Nerfs the build in that they will have to devote an equipment slot to Ring of Royal Granduer.
3: Swapping 2/6 piece Shadows (Greatly affects non-impale Shadow builds) - Removes the build entirely. Greatly affects Chakram/Fan of Knives/Spike Trap builds, in addition to nerfing Sentry builds.
4: Making the 2 piece Shadows not work with Sentry - Again, removes the build entirely. Does not affect Chakram/Fan of Knives/Spike Trap builds.
With that being said though, Shadow is still in need of buffs - Both the 2 piece and 4 piece of Shadow is outpreformed(slightly) by LoN builds, so Chakram, Fan of Knives, and Spike Trap builds will still prefer utilizing LoN rather then Shadows. I forsee a boost to the 4 piece (You take 50% reduced damage while Shadow Cloak is active, in addition to other effects), and increasing the 2 piece to 1400% damage.
0