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Sep 17, 2012DimitriPayet posted a message on Patch 1.0.5 monster power and inferno machine infoWell, I was going to level up some alternate characters, but it seems like waiting until 1.05 hits to do that.Posted in: Diablo III General Discussion
Max Monster Power, Leorics Manor runs in Act 1, Zoltan Kulle runs in Act 2, some Act 3 runs, then do Act 4. Do that with an XP gem and a socketed weapon from level 15 onwards, and you're laughing.
Sep 13, 2012Posted in: Diablo III General DiscussionQuote from Gr3yham3Lim
2) more good items also allows people to play with their alts more. Most of us here just farm with a single hero, not paying much attention to others. Yes, playing time is a factor as we do not have time to keep playing all the different heroes, but increasing the rate of drops raises the incentive in playing something different. "oh I have 3 pieces of the tal rasha set and the 4th just dropped! time to go back to my wiz and give it a try! oh maybe i should go on the AH n get that amulet that i am missing too to complete the set!"
People think they can outpace inflation, and get better deals on the AH. I'll sell that amulet, and then when I want it for the wizard, I'll buy it again.
Sep 13, 2012I have a helmet in my inventory with Magic Find and a Socketed Topaz. I switch it out for the final Elite kills. It's a lot more MF, without sacrificing too much XP, and I switch to the ruby when generally killing.Posted in: Diablo III General Discussion
Sep 13, 2012DimitriPayet posted a message on Diablo III Blog on Class Changes Coming, PTR Download Button Active On Launcher, Blue Posts, Curse Weekly RoundupPosted in: News & AnnouncementsQuote from Kblavkalash
Either way game is easy and boring, so if they buff classes even more it will be ridiculous.
Maybe for the guys who can play 5+ hours a day, it's certainly not ridiculously easy for me.
Sep 13, 2012DimitriPayet posted a message on Diablo III Blog on Class Changes Coming, PTR Download Button Active On Launcher, Blue Posts, Curse Weekly RoundupSomething else I thought of, they could be re-balancing Life on Hit / Lifesteal.Posted in: News & Announcements
Eg. The Barb passive could be reduced to 1.5% life steal from 3%, but instead of being an 80% reduction in Inferno, it's going to be just a 30% reduction.
Sep 12, 2012DimitriPayet posted a message on Diablo III Blog on Class Changes Coming, PTR Download Button Active On Launcher, Blue Posts, Curse Weekly RoundupI suspect there will be a revamp of how monster or player damage is calculated.Posted in: News & Announcements
They may be altering the effect of resistances, and as a result, change the War Cry rune such that it only buffs resistances by 25% instead of 50%, but, the nature of the revamp could mean that it results in more damage reduction.
Sep 11, 2012Look at the unit price of what you get from selling the crafting materials on the AH -15%. If that is more than what you can sell an item for, then do it. There will be a specific vendor price that makes salvaging the better option (say, 700 gold)Posted in: Diablo III General Discussion
However, I suspect the margins would be so small (and the added time of Auction Housing) that it would be more beneficial just to instasell everything, and spend those extra few on the auction house killing a few more monsters and getting some added gold drops.
Sep 11, 2012Ideally, you would want every skill (and potentially every rune) to have an equal amount of use. This shows this is clearly not the case, and there are skills which are deemed a necessity (War Cry for Barbarians)Posted in: Theorycrafting and Analysis
Sep 11, 2012Ignoring the complete imbalance of socketed weapons/helmets, you have another issue. Other items with sockets (Shields, Rings, Chest, Pants) only get filled by 2 different gem types. The ones that boost your characters primary stat, and amythests for vitality. You never see a barbarian with an Emerald or Topaz in their socketed armor, or a DH with a ruby in anything other than their helm for paragon levelling.Posted in: Diablo III General Discussion
This might be what the developers want, but there simply isn't enough variety in what to put in armor sockets.
Sep 11, 2012Don't forget you can also get the bonus Arcane Power/second regen from the Enchantress.Posted in: Theorycrafting and Analysis
Normally, it costs 20AP per second, and you are regaining 10AP/second. Every second, you lose 10AP, so you should be able to hold it for 10 seconds normally.
If you have 1.00 Attacks per second, and disintegrate costs 15AP per second, and you are regaining 10AP/second, you are only burning 5AP every second. Then with a base of 115 AP, you'll be able to keep it going for 23 seconds. Your ring with -5 Cost, and +15 Max increases the duration by 13 seconds. If you were to have the Enchantress bonus of 0.5AP/second, you'd only be burning 4.5AP every second, meaning you could keep it up for 25.5 seconds.
If the ticks are related to attack speed as you suggest, you'll be able to keep it active for a very long time.
Sep 11, 2012Posted in: Theorycrafting and Analysis
This. Alternatively, people find some recipes, decide to craft their gems because they've got 100's waiting around in their stash and want to use them for something.Quote from rickthetwinkie
It's probably a combination of not thinking or simply "I don't need this gem anymore and I need a quick infusion of cash, so I'm going to sell it below cost to get it quickly".
Now, the Hardcore AH, that's another matter entirely. Flawless Square Rubies going for 5,700, whilst Flawless Square Amythests go for 50,000 +
Sep 11, 20121. More balance. As it stands, there are only 2 preferences for gems in weapons end game, and that is emeralds and amythests for Crit Damage and Life on Hit. (Making Rubies a +% damage instead of a fixed value, and making topaz's worth something) In addition to this, nerfing the effects of gems in weapons overall. Also, additional balancing of skills such that there is an incentive to use them. Furthermore, balancing life-steal and life on hit.Posted in: Diablo III General Discussion
2. Fix the loot system. As it stands, a weapon without a socket is substantially weaker. There are too many potential affixes and too many potential ranges for these. The Random Number Game is just that, but the odds are stacked too heavily for getting items that are worthless. I would rather they increase the quality of yellows, and drop them less frequently, then have my inventory stacked with a load of useless stuff.
3. Paragon levels shared across characters. Not necessarily the stat boosts, but at least the MF/GF. My main character has a Paragon level of 12, and even at this stage it seems counterintuitive to try progress any other characters in inferno, because my chances of getting great items are smaller.
Sep 10, 2012The problem people have is that when you pick up rares, there is no way to distinguish junk rares from great ones. You have an inventory full of yellows, and it takes about a minute to identify them all and you're just sitting there, right clicking away, knowing that 95%+ of what you get is junk.Posted in: Diablo III General Discussion
Yes, it makes it seem awesome when you find a legendary, only to find out after identifying it that it is also a load of junk.
There are too many affixes which can roll on items, which nullify the chance of finding a good item. Weapons need either crit chance, or a socket, as well as one (or more) of the damage affixes along with mainstat/vit. Helmets need sockets, virtually every other piece of gear needs a high all-resistance roll along with armor/main stat/vit, and either crit chance or crit damage. Because you can get some absolute junk rares with no desirable stats (Extra HP from Health Globes, Increased pickup radius, gold find, etc) the number of rares you take a quick look at, and vendor straight away is so, so high.
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Jul 10, 2008I would have to add onto the questions about a playable demo being released.Posted in: News
I know it will be too far in advance to give us a time period, but could you perhaps let us know when an announcement about a demo would be coming? (Eg. In october we plan to announce the demo)
Jul 10, 2008Just saw that there was a "minor lethality rune"Posted in: News
I think runes will work in the same way as gems, and there will possibly be runeword or rune-gem word comibinations, but they won't be so biased towards the high-skill players.
Instead of the 30 something runes there were, now we have ones like lethality, vitality, power, and varying levels of this; minor, moderate, mega (or something)
Lethality might be the equivalent of bleeding/open wounds in D2
Vitality might be life steal in a weapon, +vitality in a helmet etc.
Power Power Lethality might be something, but depending on the strengths of the runes used, will depend on the effectiveness of the runeword.
Also just saw the final boss in the demo dropped an Amulet. Maybe medallions are what charms have become
Jul 10, 2008Will people stop worrying about something so insignificant like the inventory, and on the better parts of the demo?Posted in: News
Early skills that don't go up to 20. I Can't express how happy I am with this.
Why would any barbarian have level 20 leap, when he can have level 20 leap attack. Or a sorceress with fire bolt instead of fire blast (except for the synergies)
This will make the game a lot more linear in the early stage, which is needed imo, with customisation later on, once you have had time to experience the game.
Runes seem pretty basic, which is good (way too much emphasis on the crazy runewords after the patch), but star gems may replace them, in a simpler way.
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