I would have to add onto the questions about a playable demo being released.
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)
- DimitriPayet
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Jul 10, 2008DimitriPayet posted a message on Diablo 3 Items and InventoryJust 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, 2008DimitriPayet posted a message on Diablo 3 Items and InventoryWill 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. - To post a comment, please login or register a new account.
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I've been doing Dank Cellar runs for gold find, and as a secondary consequence, I've got a lot of flawless square gems, but not enough Tomes of Secret. As I can't buy them off the AH at the moment, I'm wondering if anyone knows where the best place to get them is?
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No. I like the system. Sure, I've only got a couple of legendaries (one was in a chest in the first part of Act 1, and the other was off a random monster) and 2 (of the same) Blacksmith plans, but I like the system.
I especially like legendaries/set items having random properties.
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For 2 items with the same DPS:
Fast attack speed means you can cast spells quicker, but they'll do less damage,
Slow attack speed means less frequent, but harder hitting attacks.
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Been searching all over for +Attack Speed Gear. Sacraficed my 1.4 APS wand with +133 vitality for a dagger which does 1.71 APS. Losing the HP is a shame, but I cast my signature spells ridiculously quickly now :Thumbs Up:
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I must admit I haven't tried Living Lightening yet.
Say it takes 1 second to cast a spell (I'm not sure what it is), but I can get say 15% Increased Attack Speed, instead of taking 6 seconds to cast my signature spells + Arcane Orb, , it now only takes 5.25 seconds (0.875*5) to get Arcane Orb out. I can get the Arcane Dynamo bonus 15% earlier. It's just a thought, but I'll test it later tonight, maybe buy specific IAS gear.
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Before the game came out I thought Arcane Dynamo would be a super powerful passive, but it's not turning out to be that for me. I think with a substantial increase in Attack Speed would make it great though, as the real delay is in casting 5 signature spells.
I'm going to try get this to work, by spamming signature spells (I currently only have Shock Pulse, but I might change it to magic missile) and then unleashing a large damage spell for the 75% bonus (I was originally planning on it being meteor, but I really like Arcane Orb with the final Rune so it doesn't explode)
What's the best Attack Speed you've gotten on your wizard? Does holding orbs instead of a shield increase your attack speed? What items can you get Increased Attack speed on?
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You better be joking.
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http://us.battle.net/d3/en/status
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Dual Weilding gives a 15% increased attack speed, but you alternate your damage output each attack between what one weapon does and another. I'm not sure if this is 0.15 attack speed, or a flat 15%. If you have 2 identical one handed items, then it would buff your damage significantly. But, I do like shields. They give the most armor in the game. One with lots of +int and a socket for a Topaz is nice.
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The max +INT you can get as a single affix is +111, providing an additional 111% base weapon damage.
You have 187 base INT at level 60
If you have a base damage of 200, then the following is true.
You deal a base 374 Damage
An additional 111 INT makes you deal 796 damage
To get to that level of damage without any additional INT, you need +226 damage on your weapon.
However, I think we can all vouch for having massive +INT bonuses on our gear, so, instead, let's use 350 INT as a base (instead of 187), whilst still using 200 damage. (You have +163 INT already on your char)
You deal a base 700 Damage
An additional 111 INT makes you deal 922 damage
To get to that level of damage without any additional INT, you need +63.5 damage on your weapon.
Let's use 500 INT as a base (instead of 187), whilst still using 200 damage. (You have +313 INT already on your char)
You deal a base 700 Damage
An additional 111 INT makes you deal 1222 damage
To get to that level of damage without any additional INT, you need +44.5 damage on your weapon.
Not as clear cut as people would have you believe. Also remember, that as one stat goes up, the other has increasing marginal returns. If you have high damage, you want high INT, and the other way around, to maximise the bonuses.
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But, Blizzard says there's loads of people who only play 1 or 2 difficulties. The low level legendaries are for them, not us.