I have recently seen a video with a Witch Doctor video and something alarmed me. When you equip various weapons it affects the power of the rune. For instance when the WD equipped a crafted morning star the effect of the grasp of the dead rune dropped to 62% but when various daggers were equipped they went into the 70-80% mark. Thoughts/Reasons?
Im not quite sure i understand what you mean about affices and suffixes... Sorry ive only ever applied them to words not gaming haha. From what i think your saying (and please correct me if i'm wrong) Is the level of the item/character/rune affects the power of the rune? I will have to keep looking out for video's to better understand this. Has anyone else seen video's on weapons affecting the power of other moves/runes?
This is interesting to see, is there any chance it may be that witch doctors get more damage using Daggers?? Being a class weapons choice and all?
That to me seems like a major booster in damage, if it is the case then limits your choices on weapons.
If anyone else does know from beta please respond as this could determine class selection for me haha
Class specific items are a valid point however i find it almost limiting. if that were the case why not just make certain classes be able to equip said weapons. i know each class has a unique weapon im just a lottle confused. The morning star in the video had a much higher DPS around 16.2 i think where as the dagger had 10.4 (dont quote me i'm going off memory here lol). the un-runed statistics of the grasp of the dead has 40% weapon damage applied to it, does wielding the morning star make that 40% stronger? and if so would it be worth wielding a stronger weapon without that rune in?
Oh I see, it does make a little bit of sense. More would come in time I'm sure but thanks for explaining denka.
So I guess In terms of the different stats you would Be looking for what is most needed for your own class or stats to just improve the stats you would want on said item. Looking at some of the higher crafter with 6 random properties could mean a lot of crafting until you manage to get the best item for what you need.
oh i see. the dagger was a keen shiv of the bear (9.2 DPS) with grasp of the dead rune making the damage at 80% and the other item was apprentice morning star of the lion (16.7) rune power at 64%. so you are saying the apprentice weapon would create the rune's power to be less when compared to a keen weapon. Both items are blue. so does anybody have good number crunching to see whether the morning star is better off?
Interesting you should mention a bug in the system as this was my original thought however if it was done intentionally i dont mind so much as it will keep classes from squabbing over who gets what item. Do you suppose that the class specific items (such as the ceremonial dagger for the WD) would boost this statistic then? And if it is a bug should we report it to Blizzard?
Items affixes and suffixes are the "powers" of the item, basically.
For instance a magic item has usually a suffix (of the whale, of the oak, etc...), an affix (adventurer's, magnificent's, etc...) or both of them. A rare or magic item has the chance to have more affixes or more suffixes, along with fixed stats.
This is what i meant: they basically deleted runestone ranks, but, in exchange for less character personalization, they may have added these affixes/suffixes to items, to re-create those ranks.
Sorry to correct you there. Magic items can have different affixes which are split into prefixes and suffixes. The prefixes are the modifiers of the item that are listed in front of the item name (adventurer's, magnificent's, etc...). The suffixes are as you said the modifiers following the item name.
That would make a structure like <affix> <item name> <suffix> if you have a magic item with two affixes. A magic item can only have one prefix and one suffix. Crafted and class specific items also can have bonus stats which are not linked to affixes.
About rune effects varying with different weapons I cannot say much since I'm not in the beta. But there is either a bonus on class specific items or there is a bug in the skillsystem which causes damage not to show properly.
Now more to take into account, I was looking at playing a barb focused on using only mighty weapons. With the passive weapons master for added fury gain. Taking into account all the new info you guys are providing(many thanks) its something I would love to test out.
Looking forward to seeing the differences 2h to 1h mighty and it's affects. Could well change my skills I had set out.
Freki i wonder if your what you mention (stats related to that class - Str for Barb, Int for WD/mage etc.) will affect the power of the rune. They will definately affect the power of the move itself but also the rune? there are specific items which when crafting say Dex 1-5 and +1 random propery. And is it possible to get a +5 dex and the random property also a bonus to Dex (or strength/Int etc. for that matter)
yes i believe with this change into how the weapons prefix and suffix (now i sound smarter lol) affect rune power it will definately add another element to character customization. And lets be honest, the character customization is one of the things we love most about diablo! I would love to test all these out in the Beta also and see whether other moves are affected and whether it is just the bonus to damage moves or other statistics (such as extended duration of certain moves)
Thats interesting. Maybe we can buff some rune stuff on our gear then. Also maybe everything is not final yet. I also discussed on the feedback forum and come up with rune upgrade scrolls. If they gonna use it idk. But the comminuty decides if this is accepted the new system. I think its not bad but could still use some work here and there.
I like where your going with the idea on gear! this would definately affect people choosing to run with gear to increase magic find. If they keep this i wonder if it will affect going up against bosses. I know in playing D2 we had one characted with a ton of MF and made sure they killed the boss so we got good items but if you need a high DPS to take down end game bosses in D3 it might restrict people from stacking MF. I know it will make Hardcore gaming a lot more intense
Freki i wonder if your what you mention (stats related to that class - Str for Barb, Int for WD/mage etc.) will affect the power of the rune. They will definately affect the power of the move itself but also the rune? there are specific items which when crafting say Dex 1-5 and +1 random propery. And is it possible to get a +5 dex and the random property also a bonus to Dex (or strength/Int etc. for that matter)
Well that's what I was trying to get at in earlier post, I know I have seen a few mighty weapons with + str on them and 2-6 random properties. I am interested to see if you are right about the base attribute Directly affects skill damage and how in turn affects the runes equipped.
Going to take some tinkering around with to optimize damage with the skills i have selected.
Without going into to much detail would also be nice to know if all above is true, I have found it a little disarming that Avalanche a 2h mighty falls very low in base damage when compared to warmonger( I'm sure this is correct name) a 2h sword that near doubles base damage.
If all comes down to it I really hope that a barb should be doing max damage using a class specific and not every class fighting for a weapon like warmonger.
Can you get full stats for the weapons being used? It would be interesting to see if it changes with weapon speed, damage, ilvl, etc. Also full details of the skill and DW vs 2hander etc if that applies. I'm very intrigued by this new revelation!
I wish i could get full stats on them. to be honest it was something very quick in the video i saw and i had to pause it to make sure what i saw was right! unfortunately the video only used 2 or 3 weapons and they were all 1H as the WD was insistant on using the off hand mojo. I will attempt to contact some people i know who have access to beta to further extend upon the dual wield vs 2H annd also Mighty Weapons. It would stand to reason the class specific weapons would buff the rune more than a cross class weapon right???
Thats interesting. Maybe we can buff some rune stuff on our gear then. Also maybe everything is not final yet. I also discussed on the feedback forum and come up with rune upgrade scrolls. If they gonna use it idk. But the comminuty decides if this is accepted the new system. I think its not bad but could still use some work here and there.
I have never heard of these tune scrolls, a very interesting idea though. May bring a little more personal character customization and flair to a skill. No one wants to have the same attacks of moves as every other one of your class.
Having that little bit of freedom in how to design your class would make all classes replayable time and again by just changing over a few runes and weapon skills. Very nice idea indeed. It would still be determined on weapon stats as well but just something else we can enjoy discovering
These rune upgrade scrolls... can you give us an example of how one would work? Im not entirely sure how they would incorporate them into the game. Freki as to you asking about base skills affecting skill damage i thought that was what they incorporated when they changed attack, defence and precision to strength, dexterity, intelligence. I know they have made a few tweaks in terms of health globes and chance to dodge but i assume the bonus to slass damage will remain the same. Here is a link to an old patch where it explained it
I have recently seen a video with a Witch Doctor video and something alarmed me. When you equip various weapons it affects the power of the rune. For instance when the WD equipped a crafted morning star the effect of the grasp of the dead rune dropped to 62% but when various daggers were equipped they went into the 70-80% mark. Thoughts/Reasons?
Could you link the video so I could check it over. Also right now in patch 13 there is a rune effect availible to me the damage % go up to 62%. (I forget base value) But, that has nothing to do with gear mind you.
well technically dmg is calculated by, what is the min-max dmg on the weapon and it's speed- so if 2 weapons does same min-max dmg but 1 is faster the faster 1 will have higher overall dps. now after this patch or the patch before that, they made it so int give more dmg to WD and wiz so if that dagger had more int on it than it's understandable u have higher dmg or %dmg on a skill/spell. tho in the early stages of the development/beta some or all the class specific weapons/items of the WD and wizard in addition to the weapons dps u had a stat on the item that increase the dmg or %dmg of all the skills of the WD or the wiz accordingly. so if those stats r still avaliable on the item than it also can be the reason. the question is what stats was on that dagger?
I have recently seen a video with a Witch Doctor video and something alarmed me. When you equip various weapons it affects the power of the rune. For instance when the WD equipped a crafted morning star the effect of the grasp of the dead rune dropped to 62% but when various daggers were equipped they went into the 70-80% mark. Thoughts/Reasons?
I have recently seen a video with a Witch Doctor video and something alarmed me. When you equip various weapons it affects the power of the rune. For instance when the WD equipped a crafted morning star the effect of the grasp of the dead rune dropped to 62% but when various daggers were equipped they went into the 70-80% mark. Thoughts/Reasons?
Short answer - damage of many skills is dependent from weapon's speed.
More dmg = faster wpn and/or dual wield.
Thanks that thread really helped me out :), a little dismayed to see that its not really viable to run with a 2h weapon as a barb though.
would rather run around using sword and board if i can get that little more dmg% and have a little more survivability haha
but this is the answer we were looking for from a beta tester and thank you again for your effort into posting the info.
I have recently seen a video with a Witch Doctor video and something alarmed me. When you equip various weapons it affects the power of the rune. For instance when the WD equipped a crafted morning star the effect of the grasp of the dead rune dropped to 62% but when various daggers were equipped they went into the 70-80% mark. Thoughts/Reasons?
Short answer - damage of many skills is dependent from weapon's speed.
More dmg = faster wpn and/or dual wield.
I went to my mates place and got him to test out this theory and what you are saying is correct that the faster attack speed is what is changing the amount of damage of the rune percentage. However i am not sure that having a weapon that does 9dps would be more worthwhile than a 16dps weapon. The AoE damage may be faster due to attack speed but each point of damage will be less. I guess its just measuring what is going to give the best damage. Thanks for explaining this though
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That to me seems like a major booster in damage, if it is the case then limits your choices on weapons.
If anyone else does know from beta please respond as this could determine class selection for me haha
So I guess In terms of the different stats you would Be looking for what is most needed for your own class or stats to just improve the stats you would want on said item. Looking at some of the higher crafter with 6 random properties could mean a lot of crafting until you manage to get the best item for what you need.
Looking forward to seeing the differences 2h to 1h mighty and it's affects. Could well change my skills I had set out.
I like where your going with the idea on gear! this would definately affect people choosing to run with gear to increase magic find. If they keep this i wonder if it will affect going up against bosses. I know in playing D2 we had one characted with a ton of MF and made sure they killed the boss so we got good items but if you need a high DPS to take down end game bosses in D3 it might restrict people from stacking MF. I know it will make Hardcore gaming a lot more intense
Going to take some tinkering around with to optimize damage with the skills i have selected.
Without going into to much detail would also be nice to know if all above is true, I have found it a little disarming that Avalanche a 2h mighty falls very low in base damage when compared to warmonger( I'm sure this is correct name) a 2h sword that near doubles base damage.
If all comes down to it I really hope that a barb should be doing max damage using a class specific and not every class fighting for a weapon like warmonger.
Having that little bit of freedom in how to design your class would make all classes replayable time and again by just changing over a few runes and weapon skills. Very nice idea indeed. It would still be determined on weapon stats as well but just something else we can enjoy discovering
Could you link the video so I could check it over. Also right now in patch 13 there is a rune effect availible to me the damage % go up to 62%. (I forget base value) But, that has nothing to do with gear mind you.
best regards,
Arrok
would rather run around using sword and board if i can get that little more dmg% and have a little more survivability haha
but this is the answer we were looking for from a beta tester and thank you again for your effort into posting the info.
I went to my mates place and got him to test out this theory and what you are saying is correct that the faster attack speed is what is changing the amount of damage of the rune percentage. However i am not sure that having a weapon that does 9dps would be more worthwhile than a 16dps weapon. The AoE damage may be faster due to attack speed but each point of damage will be less. I guess its just measuring what is going to give the best damage. Thanks for explaining this though