I thought all games had limits to the number of characters you could create on a specific server/realm/region?
Some people will complain about anything. [rolls_eyes]
- Nastai
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Member for 12 years, 7 months, and 25 days
Last active Tue, Nov, 11 2014 14:06:30
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Jan 17, 2012Nastai posted a message on 10 Character Limit, Runed Way of the Hundred Fists, Poll, ScreenshotsPosted in: News
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Oct 22, 2011Nastai posted a message on Blizzcon 2011 Costume ContestPosted in: News
I knew she was azn. -
Oct 22, 2011Nastai posted a message on Blizzcon 2011 Costume ContestPosted in: NewsQuote from Siaynoq
I hate that chick who thinks she can just be a slutty Tyrael and she might win. Fucking lazy.
Jealous of her hotness. She's much better than fat wizard. -
Sep 28, 2011Nastai posted a message on The Voodoo That I DoOh, the grammatical errors in this article! Let me be your editor, DiabloFans.Posted in: News
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I understand that they don't want crit chance and damage reduction getting out of hand, but it certainly seems that they should change it so that the formulas lead to a little higher numbers at level 60 imo.
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My guess would be damage (including any +% damage) >> critical damage (including any +% critical damage).
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Getting a crit on a top-tier meteor with this? lulz!
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Using these items:
-Dark Mage's Shade
-Vile Ward
-Inna's Refuge (1/2)
-Inna's Glory (2/2)
-Promise of Glory
-Spectral Hands
-Tal Rasha's Fine-Spun Cloth (1/2)
-Tal Rasha's Lidless Eye (2/2)
-Natalya's Soul
-Mara's Kaleidoscope
-Zunimassa's Plague (x2)
-Chantodo's Sacred Protector
Armor: 1539-1813
+ %life: 132-160%
+ life per second: 42-60.6
Poison resist: 73-84
Cold resist: 83-91
Fire resist: 119-136
Lightning resist: 63-69
Attack: 116-137
Precision: 283-309
+ %critical damage: 97-99%
+ arcane power per critical hit: 9-10
+ %damage: 520-1032% (wow lol)
+ %cast speed: 120-135%
Arcane power: 10-22
+ %magic find: 75-83%
+ %movement speed: 12%
+ attacks per second: 0.7-0.78
+20 random properties
Now, before you even mention it, I'm already aware that Blizzard said these items are not finalized and will be taken down/changed before release. I just thought it would be interesting to take a look at a full set with the numbers added together. The +% damage is ridiculous, and I'm pretty sure we'll see that change before launch. Hope you found this interesting!
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So you could:
Lashing Tail Kick.
Spirit Regenerator for 3 seconds.
Lashing Tail Kick.
Repeat.
Without an immunity timer, this rotation would make pvp and pve a cake walk.
Kinda makes me want to make a Monk~
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I just hope Battlefield 3 and Skyrim are very, very enjoyable.
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I did the math earlier. With 255 wep + crimson meteor you're looking at 3.5k damage if they stand in the aoe for the 3 seconds after impact.
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Orbs don't have any damage stat on them, so it wouldn't be calculated with the wand in determining spell damage. Also, no orbs have any +% damage on them. Therefore, every stat that is calculated in the % weapon damage of spells comes from the wand alone.
It would take some math (that I'm not up for doing at the moment) to determine if using a staff or wand is better. Take the following scenario for example:
450% spell damage using a staff with 255 damage
or
450% spell damage using a wand with ~137 damage + an additional 131%-271% damage (highest +% damage on all wands listed).
Just ran it through my calculator and it's possible that the wand damage is higher according to my numbers, but I'm assuming this isn't always the case.
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This really gets me thinking...are wands/orbs even going to considered by Wizards if spell damage is based off your weapon?
Staff = 255 damage every 1.0 seconds
Wand = ~137 damage every 1.2 seconds
Seems like spells would just be much more powerful when using a staff.
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Either way...I'm taking a peek!
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QFT.