mmmmhmmm I want to see a spooky swamp type place.
With swamp gas that burst in to flames, with quick sand, and tar pits...
- mad3nch1na
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Member for 14 years, 7 months, and 11 days
Last active Wed, Feb, 21 2018 10:57:54
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Nov 11, 2009mad3nch1na posted a message on Death Mechanics of Diablo IIIPosted in: NewsQuote from "Gaia942" »Personally I see permanently losing experience and gold is a bad design. I'm ok with the idea of having some experience and gold being temporarily left at the place of death to be re-obtained in whole. But not having the ability to re-obtain 100% of what is lost will cause extreme aggravation and won't do the game any good.
I agree with this idea. If you die during a quest, then any exp lost is recovered after the completion of the quest. This will encourage players to play together and weather the storm even if things are not going smooth.
Or if you die in a dungeon, exp will be recovered after killing the boss. -
Nov 3, 2009mad3nch1na posted a message on BlizzCast 11 -- BlizzCon roundupPosted in: News
zomg tell him to post it up!Quote from "Sixen" »Agreed, that costume was crazy. It must've taken hours to complete, but it seems like it was well worth it...
I wanna see pics of real people not the official photos -
Nov 2, 2009mad3nch1na posted a message on BlizzCast 11 -- BlizzCon roundupthat girl had one hell of a costume tho...Posted in: News
jeeze it even has a cart contraption for her to move around -
Sep 25, 2009mad3nch1na posted a message on What's Your Favorite Monk Skill?I hate the Monk.Posted in: News
Barbarian FTW!!!!!!!111111!!111 - To post a comment, please login or register a new account.
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Don't ever mention MWF2 and Diablo III in the same sentence again.
Such a game should not be mentioned so closely to such garbage.
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But I am against skills using DPS as a modifier instead of weapon damage.
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Faster weapons will get a higher DPS increase than slow weapons if only damage is added, an increase in percentage of damage.
This can be counteracted by a sliding scale of damage increased, that adds more for slower weapons and less for faster weapons, but it would have the same effect as adding a percentage. The faster weapon gets less damage added, the slower weapon gets more damage added, a percentage keeps things constant.
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If 15.12% is complicated for you then who the hell wrote this???
(edit: they would probably use stacking additive percentages with integers as percentages instead of multiplicative percentages so you will won't have to calculate 15% increase of 17%(19.55%). It would just be 32%)
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See this kind of terminology using DPS mucks things up.
What does a increase of DPS mean???
Does it make you do more damage? Increasing the numerator, making you do more damage per hit.
Or does it decrease the denominator, the weapon speed making you hit more often?
Or does it do both?
All three of these increase DPS...
Why can't we have increase damage by 12%
Or increase attack speed by 12%
Whats so hard about that?
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And why is there threatening shout and taunt? they are pretty much the same thing! Except threatening shout reduces 90% damage and lasts alot longer...
I don't think these skills represent what the finals skills will be at all.
Maybe the concept of the skill will remain, but the effect will be changed drastically.
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I'm pretty sure its just "concept art" for now, just cool looking items with no set attributes yet.
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time to make builds that wont even matter when the game is released!
http://www.diii.net/skilltrees/?class=barb
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