If you want to maximize your AOE damage, maximize your charge damage. The end. You also could toss in a Wreath of Lightning gem to clean up stragglers, since you're mainly aiming for weak stuff.
But simply put, the best way to improve your AOE damage with a raekor's build is improve cooldown and charge damage. That means Vile Wards, Strongarm, and just general damage.
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Sep 26, 2014Posted in: Diablo III General Discussion
Thanks for elaborating, having only done bounties on T6 since the change, I was thinking.. "cache only legendaries, duh!". I honestly haven't seen a non-cache legendary in the past 50 or so caches. I've seen so many ugly shoulders and maces and amulets I'm sick of bounties.Quote from Spiralphoenix5
All legendaries, but only the bounty ones drop chance is extra high and scaled on difficulty. Actually non-cache legendaries chance probably scales too but not at the magnitude that the cache ones do. Since this change:
- The drop rate for bounty-specific Legendaries has been drastically increased and scales based on game difficulty (9/3)
But good lord is the exp great when you're doing T6 caches in 3-4 minutes.
Sep 23, 2014Here's an example filled description that may not help anybody, but will make a few people that already understand it go "Yea, duh!".Posted in: Barbarian: Bastion's Keep
Diminishing returns is an artificial applied effect on the results of adding more of something. It is not the inherent nature of a second 20% modifying the net sum less of a percentage than the first 20%.
For example (NOT diminishing returns): 100% + 20% = 20% gain. 100% + 40% = 40% gain. You measure against the base, not the modified value. It's obvious that 140% is not 20% more than 120%, but that is NOT diminishing returns. If you think so, it's because you partially understand the idea, but think you get to decide what the phrase means.
Diminishing return example:
"Every 10% after the first has a 10% diminishing return": 100% + 10% = 110%. 100% + 20% = 119%. 100% + 40% = 134%. Diminishing returns usually indicate that at some point the return will be diminished to a point it doesn't add anything if the trend continues. 100% + 90% = 154%. 100% + 100% = 155%. After +100%, each 10% would add less than 1% to the base.
Sep 17, 2014Posted in: Diablo III General Discussion
Give up power for speed then. It will be harder and you'll have less problems with density.Quote from simonthetiger
I dont want it easier..i want it harder....
What you really mean is you want it more dense, so it's easier for you to complete. Which is easier.
Sep 12, 2014Posted in: Diablo III General Discussion
Gotcha, but then the end-game is simply you running out of time over and over and never ever dying. Is the end game supposed to be hard in that sense? Because if they don't scale damage, people will adjust their build to the point where they can be "pretty sure" they won't die AT ALL, and that will be where they try to improve from (Because dying is easily the biggest way to lose time). So the highest challenge in the game would still not present a serious risk of death? I don't think that would be preferred.Quote from Autocthon
They could stop scaling monster damage past T6 and you'd still be limited by time and monster HP while being subject to taking damage on most builds that could kill you. All without 1shot mechanics.
The line for progress shouldn't be "I'm unlucky and got 1shot" it should be "Holy shit I don't have the DPS/speed/coordination to finish this rift in time"
The former is bad design. The latter is a challenge to overcome. IT's not a difficult thing to understand.
For example, I rarely die on T6, once I get my Taeguk to 25, I don't imagine I'd have much chance of dying on T6 at all if I'm not being stupid or sloppy (or if I face 3 elite packs at once). Greater Rifts are supposed to get much harder than T6. Increasing mob HP just makes it take longer, once you can fight an elite pack on T6 indefinitely, there is no longer any difficulty added from more HP, just more time to grind down those hps. I don't find that a sufficient 'challenge'.
Now, to be fair, I've seen some good ideas that could definitely be combined with LESS damage scaling, because I do agree that from one GR level to the next, the jump often seems drastic. Such as elite density increasing (that would have to give you less progress-orbs per pack), or even scaling up white mobs by gradually mixing in affixes for them. There are plenty of ideas out there for improvements, but damage scaling should remain part of the package IMO.
Note - even if they made changes as such, I don't think the posts about a particular level being "very very annoying" will ever go away, because this is just people being annoyed by failure. And in an infinitely-scaling difficulty, failure is inevitable.
Sep 12, 2014Posted in: Diablo III General Discussion
OK... but One-shotting is NOT how they stop your progress. They stop your progress by making it timed. You could, I guarantee, change your items and build around to have 2x+ the survivability you have now.. easily.. no matter what your build is. Then you would NOT get one shot by things that one-shot you now. You get one-shot because the way to get the farthest is to have as much damage as you can squeeze in until you're JUST ABOUT getting one-shot. It would be less fun to do less damage, and it may not even be practical, because at some point, it doesn't matter that you don't get one-shot, because you won't kill stuff fast enough to not die from it anyway.Quote from rigz79
I guess what I'm saying is that I don't like the one shot kill as the way to stop your progress. One shotting to stop you is not a matter of skill it becomes a matter of luck. Like alot of other people say the higher greater rifts are all about RNG and if your "lucky" enough to not get the jailor effect or to have a maps mob density be poor and so on and so fourth.
However I would much prefer it based on a skill perspective somehow. Honestly I don't know what the solution is, however the system that's currently in place, while it "works" to a point it's fundamentally flawed in my opinion. What's the point of having a pinnacle if no one can reach it. Like someone said earlier at GR 40+ you potentially have mobs that will kill you from off the screen. There in no skill in that it's all luck based.
You get one-shot because you're trying to ride the line of "How much damage can I possibly do". Because of that, there is no possible way they can make you NOT on the verge of getting one-shot, because you'll just lower your survivability for more damage until you're right back at the edge.
In short, you can change your build to be FAR more defensive, and you will not get one-shot any more. You WILL run out of time, because you need to ride the edge to get as far as you are now, but that's a choice you're making. You are CHOOSING to be on the verge of being one-shot, you don't have to, you just won't get as far. That's the limit of where skill can take you - to where you die from bad luck because there's nothing left to improve. And that point has to exist.
Sep 12, 2014Posted in: Diablo III General Discussion
I don't get your logic. When you're not getting one-shot, do you die? If not, then they are GOING TO HAVE TO one-shot you in order to increase the difficulty. I find most people can survive most things on the difficulty they find to be "their limit". If there weren't things one-shotting them, that wouldn't be their limit...Quote from rigz79
I'm going to shoot for GR 40 this weekend using the unity trick. I just want to say that I could do it. I'll hope that Blizz changes the scaling of the damage in the future so progression is still possible without getting 1 shot every 30 seconds.
In short, how else do you recommend that they kill you to stop your progress? Because that's what has to happen. If they just add more hps to slow things down so you run out of time, it is natural to adjust away from surviveability and add damage until A) You can pass the challenge, or B ) You start dying, which the point at which everyone tries to stay just shy of.
Sep 2, 2014Posted in: Diablo III General Discussion
Did anyone think that it would be possible to compete on the leaderboards without 60+ hr/week playtime? People be crazy.Quote from MrWinkle
On Sunday i managed to get ranked on the solo demonhunter seasonal ladder for Grifts, that felt cool, felt like i'd achieved something (postion 880 or there abouts). However come Monday night, when i manage to climb up another level i'm well out of the ranks, making it to level 21 felt like a feat, but the leading demonhunters are now on level 38 with 300 paragon levels.
There's simply noway i can compete for a position on the leaderboards anymore, so there seems little point to continue playing my seasonal character.
Aug 5, 2014Posted in: Diablo III General Discussion
Not if you're reading this thread. The conclusion is "You didn't do anything to indicate anything".Quote from kito90So the conclusion is that they nerfed treasure realm... Hard to get in as entering cow rift level.
Aug 4, 2014PaulAcid posted a message on Will there be a new 'season' as soon as 2.1 goes live?Posted in: Diablo III General Discussion
I see. Yea, a season is a limited-time thing. What you're playing now is "non-season". Only "non-season" chars will exist over any long length of time, all seasons go away after their set time, and those characters will roll over into "non-season" at the end of a given season.Quote from ramBch
Thank you! I was thinking it had to be this way. I've seen several youtuber encouraging farming mats and such for the new patch, which is what got me confusedm, but i guess that only aplies for those who aren't going to play in season at launch.Quote from Bagstone
The idea of a season is that you start from scratch. Your current character cannot possibly be a part of any season. When 2.1 goes live, the first season starts, and for that you have to create a new character. There will be a checkbox "season" when you create a new character in 2.1.Quote from ramBch
i might not have been as clear as i hoped to.
Im fully aware that the PTR progress won't be transferred over to live.
Let me put it this way; When 2.1 goes live, i want to play in seasons, not non-season. Will there be a new season as soon as 2.1 goes live, or should i keep farming mats on live because the first season reset won't happen after a certain amount of time?
Also, I think the reason people are farming mats etc. is because they see no reason to "compete" in a season. For someone like me, the advantages of season play are so minimal, I can't see myself doing it. I'd restart in non-season hardcore before I'd create a season character.
Aug 4, 2014PaulAcid posted a message on Will there be a new 'season' as soon as 2.1 goes live?It's not a "season" unless you start from scratch. Also, nothing from the PTR ever goes across to live.Posted in: Diablo III General Discussion
So.. easy answer. No seasons have started yet, so you will have to start new. Not sure what "progress so far" you are referring to, there hasn't even been a first season to progress in yet.
Jul 16, 2014Posted in: Diablo III General Discussion
Then you're not geared for what they're doing yet. Use your crutch (Unity) to get better gear, or dont.. it's not like you could play with them if you didn't have Unity. Your complaint doesn't reflect negatively upon the way Unity works.
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