Quote from CrusaderGT
Not sure if this has been posted already but here, enjoy:
http://www.videogame...escom_2011.html
lol that video is 4min long with only 2min of content.
Old video. The DH has mana and the talisman. Is it really from gamescome 2011?
0
Just to recap it's a PVM/PVE (take your pick) game. PvP will make it in at some point deal with it. what about Diablo 3 makes it a pvp game? It's always been designed as PVE/PVM since the start. He'll would the "LORE" even support PK?
0
0
0
5) yea Intelligence like other main stats is a passive % buff to all damage you deal. (i.e. 1intelligence = 1% more damage)
&
6) no it just adds a frost effect. (i.e. slow)
Added 1 and 3 because I believe they are right. (no way for me to have tested them)
Also to your #1 I think the answer is yes on both accounts. From what I have seen in beta all damage can crit.
#3) Diamond skin blocks all damage to a set amount, but as far as the runed reflect as long as there is a target for the damage it should.
By this I mean that if Mob A casts a poison cloud the damage would be reflected to the casting mob. However If the poison cloud was from a trap or the result of a dead mob (i.e. pops on death leaving poison cloud) then no the damage has target to reflect to. (unless they did some mind blowing programing for it to redirect to a viable target, doubtful though)
As an added note I found some awesome information about Spectral blade and how it works. Say I have a weapon with plus arcane damage (amount is not important) when i use spectral blade the mobs show the effects of arcane damage. I know big deal right? Well, This is were it gets interesting. If you take said "arcane" spectral blade attack and use the passive Temporal Flux (gives spectral damage a 30% snare for 2 seconds) I will trigger from the spectral blade attack. From this it would be reaonable to assume that this applies to the fire, lightning, and cold damage passives as well. I'm working on a build using this as a base so that I can have a stun spam crit/speed build.
0
0
Could you link the video so I could check it over. Also right now in patch 13 there is a rune effect availible to me the damage % go up to 62%. (I forget base value) But, that has nothing to do with gear mind you.
0
0
0
0
The locking builder/spender/utility things would piss me off I run my monk in beta with generators on left and right and then 2 spenders. I don't see hard locking what skills I can use and were just base upon their use being a step in the direction of customization. The runs unlock with level seems plausible but, not all that likely to me. They went on and on about them being part of itemization forever now. I do however like the idea of a rune related stat on gear.
That's about all I have.
0
0
Way more variables for the answer to this than I care to think about.
ex.
25-32 armor = 7 posibilities alone
12-17 Vitality = 5 posibilities alone
+2 random magic properties = ungodly large number of posibilities
So for just the armor/Vit combo we are talking 35 posible outcomes. Then you have to find out how many magic properties there are. After that you add in the ranges they cover for the item level.
You might even need a deeper understanding of how the system is designed.
ex.
Say for a level 11 item like in the OP for 1 magic property of magic find there are 2 names. (i.e. wand of "ooo shiny" / wand of "ooo and ahh") lets say the "ooo shiny" is a min level of 1 magic property and "ooo and ahh" is a magic property with a min level of 10. Each of these will have a range. The problem is if the system generates a name to match the stats or stats to match the name. I'm not sure to what degree this changes things mind you, it just seems like another place for the math to get longer.
0
0
0
Second what ever happened to not going back to town staying in the action????
Third glad the stats are clear cut, it's anoying in many games were alot of the stats info is vague.