• 1

    posted a message on Spirit of Arachyr + Grin reaper

    short answer is yes. the mimics also mimic the effect of set and legendary affixes at the tos.


    an example of this is when the mimics use plague of toads(addling toads)
    and you have a rhenho flayer equipped when you summon, then the mimics
    summoned toads explode twice. the same things is true for set percent
    bonus damage and ability affix's, although I suspect that since the
    mimics themselves cant lose health or mana, health generators like coils
    of the first spider are wasted on them. It also seems like legendary
    affixes equiped via the cube don't work on the mimics at the moment as
    last test scourge passive wasn't properly proccing on the mimics when
    equipped to kanais.


    hope this helped.

    Posted in: Witch Doctor: The Mbwiru Eikura
  • 0

    posted a message on Spirit of Arachyr + Grin reaper

    the grin reapers mimic your damage buffs at tos(time of summon). much in the same way phalynx avatars snapshot ias at tos. however they only cast channeled spenders when you do, this is likely done on purpose to circumvent overpowered debuffing. hope this helped

    Posted in: Witch Doctor: The Mbwiru Eikura
  • 0

    posted a message on Spirit of Arachyr + Grin reaper

    I lit just posted about this lol. see spoder thread

    Posted in: Witch Doctor: The Mbwiru Eikura
  • 0

    posted a message on Witchdoctor. a song of spoder and fire

    Dumb thread name aside, I will more the likely be setting up a new guide for witchdoctors using the spider set post ptr as adjustments will more then likely take place. heres what im at thus far

    kanais cube passives > cindercoat, ess, and scourge


    this makes more sense at the end of build so bare with me. the idea so far is to get 5p spider set with rorg and unity or soj(even convention) and a grin reaper helm. the grins can cast firebats when you do and cindercoat with regen passive and blood rit(on a much easier to get hellfire) plus pierce gives you indefinite channel time on firebats(cloud) without having to drain too much resource when you spot move. weapon and mojo so far isna no idea but im leaning rhenho and uhk for better cc and survivability. sub optimal gear and missing ess and cinder passives this build is performing t8. expect a video tonight or tomorrow.


    any thoughts/ additions /improvements?


    also sorry for bad sentance structure/grammer typing this on phone.

    Posted in: Witch Doctor: The Mbwiru Eikura
  • 0

    posted a message on cow level news

    So can we assume the patch notes are related to new flavor and splash screens?

    Posted in: Diablo III General Discussion
  • 0

    posted a message on cow level news

    Yo if you find anything related to new patch notes on cow level, whether that its not implemented or just how to get it or whether or not its working drop a line here

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Goblin hunting farming locations?
    There's still a "guaranteed" spawn in caverns of aranae. on one of the two bridges theres about a 25% chance there will be a spider eating a corpse-sack and you're character will have a short dialogue. when you pop the corpse a goblin runs out. I can confirm this goblin can open a greed realm.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Diablo III [Urban]Dictionary
    Club fingered- When one tries to hit a key quickly and accidentally hits the adjacent key instead.
    I tried to pop akarats champion and club fingered war horse instead.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on I could be wrong about 2hand buff
    Quote from Miklasias

    i dont think you understand what you are talking about.

    "Does the ratio of damage change in calculation at any point"

    NO nothing changes. AT ALL. its all multiplicative. i think i have said that 3 times already by now.

    apart from when its actually a 23% weapon damage increase. then its 1.23*0.8 = 1.6% damage loss.
    same with 26% = 0.8 % increase. at 25% its EXACTLY the same as before.
    First of all please try to reply without being condescending. It would be much appreciated, especially since I've tried to impose what it is I'm asking in several different way's and you have in fact repeated yourself 3 times contributing nothing but restating whats already been said.

    while its not relevant to d3 this is what I'm looking for
    http://www.lanceglasser.com/Business/experience-curve.gif
    not fifth grade math I'd appreciate it if further posts would somehow either prove your math or give constructive feedback
    I'm trying to understand the game mechanics, if I knew all the math I wouldn't be asking questions.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on I could be wrong about 2hand buff
    The question originally proposed is whether or not the ratio degrades not whether or not it changes. and it has everything to do with the buff to 2handers, everything posed used math directly relevant to 2hand buffs highs and lows calculating heavenly mights passive with elemental and elite dps, I'm not asking for the face value of the math and asking for the damage curve, I apologize if I wasn't being clear. Does the ratio of damage change in calculation at any point, or does it continue to grow exponentially at the same rate, has this rate changed, etc.


    edit*
    It may help to make an example of what I'm looking for, something similar to changes in experience curve only stat relevant comparisons in damage with heavenly might.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on I could be wrong about 2hand buff
    123(postbuff)(2{elemental100%})(1.2{elite20%})=295.2-(295.2((.2))=236.16

    [1.92]

    123(postbuff)(1.8{elemental80%})(1.4{elite40%})=309.96-(309.96((.2))=247.968

    [2.016]


    Ok so given the elemental skills*elite is noise What I'm asking is if the ratio recedes in % when you increase and decrease the elite and elemental in increments, if anyone can see what I did above. The reason is because when you do this as is proof {123(postbuff)(1.8{elemental80%})(1.4{elite40%})=309.96} as opposed to {123(postbuff)(2{elemental100%})(1.2{elite20%})=295.2} does the percent of damage loss(not actual dps) increase or decrease according to how you stack damage. to be clear this is not asking whether or not It's still viable to stack elite against elemental damage because that's clearly never going to be an issue but whether or not the amount given after math has changed in terms of %ratio.

    also thank you barbfu for feedback
    Posted in: Diablo III General Discussion
  • 0

    posted a message on I could be wrong about 2hand buff

    "people stacking elemental and elite%", AKA everyone.

    Im no math wizard but I fail to see anything thats complicating the situation here. 2handers get buffed 23-36% minus heavenly str penalty of 20% leaves crusaders with a the small buff of 3-16%. How will this hurt crusaders?
    returns*

    weapon damage is being buff and total damage is being nerfed. weapon damage doesn't account for elemental and elite damage so far as I know, so basically before elemental and elite are calculated the weapon is being buffed, and after damage is calculated the total damage is being dropped.

    i.e.(and Im not presuming this is entirely right im just presenting the logic) 100(2{elemental100%})(1.2{elite20%})=240(total damage)
    versus 136(postbuff)(2{elemental100%})(1.2{elite20%})=326.4-(326.4((.2))=261.12



    123(postbuff)(2{elemental100%})(1.2{elite20%})=295.2-(295.2((.2))=236.16
    which would mean at total assuming you had 100% ele and 20% elite depending on the roll parameter blizzard has provided the weapon damage could either be a buff OR be a nerf. What I'm asking is if anyone sees a problem with the math, I assume someone else has done it.

    I'm not gonna bother explaining order of damage calculation to anyone who doesn't know this is strictly math nerd shit.

    edit* the problem I'm stating is if intensive returns would drop the lost %dps even farther if you raised the amount of elite% in relevance to elemental% in the %of total damage lost not by the amount of grand damage being dealt.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on I could be wrong about 2hand buff
    So correct me if I am, But wont the "buff" in question actually drop crusader damage? They said they were raising the wep damage 23-36% across the board but heavenly strength reduces the amount of 'Damage dealt' by 20%, wont this be a huge hit to people stacking elemental and elite%? My math may be completely off but an all resource damage reduction doesnt seem like it =weapon damage buff. If I'm not can someone please explain the math in short?
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Item/Option to reset weapon to original form
    Quote from licoloko

    Quote from Foray
    Quote from st0rmie
    Quote from kNarf

    Your comment please BLizzard.
    Someone should probably tell you - so let me be the one to do it - that this is not Blizzard's website, and you are not going to get an answer from them.

    For my opinion, though, no, I think this is a very bad idea. New stuff is added in patches to give you new things to do and new goals to pursue. It would be completely counter-productive to let you just buy your way to getting the best possible 2.1 gear without even having to play after 2.1 lands.

    Also, "half of the weapons that people have found are now useless" is a wild exaggeration. That weapon you just called useless? It is exactly the same after 2.1 as it is now. Whatever difficulty you can clear with it now, you can still clear with it after 2.1. The fact that it becomes possible to find something even better does not make your weapon useless.
    You took the words right out of my mouth.
    I do agree with that, but about the idea, I've tought about something similar, but way more balanced: an Ramalandi's Gift likeitem that would reroll the entire item instead. This shoud be good, as a not so easy thing to do, cause even enchanting a single afix sometimes leads us to spending a lot of FS, then it would not be so abusive and in return we could hope to get something good out of that shitty "vit-low dmg-chance to bleed" frustrating weapon or so...
    feel like this would be broken, A material that could reroll the entire item would be tantamount to getting(for example) multiple soj's, this would make getting copies of legendaries virtually useless. I mean if you found a bad andarials would you spend time kadala'ing helmets or switch your focus entirely to farming a material that effectively gives you multiple andarials? It would shift focus from doing rifts and bounties to matt farming again. maybe if you were limited to one reroll per item and the material was insanely hard to get I could get on board with that.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Item/Option to reset weapon to original form
    *forgot quotes
    Posted in: Diablo III General Discussion
  • To post a comment, please or register a new account.