Some Items to have "NAMEME"
over 80 (updated) items now have a new line of "(NAMEME)" next to the item name. Though they already have names, could be a way to customize? not sure! A few examples:
- Crafted Hell Set 001_104 - NAMEME Asheara's Bindings
- Crafted Hell Set 002_104 -NAMEME Guardian's Regalia
- Crafted Inferno Set 001_104 - NAMEME Demon's Carapace
- Inferno Set 001_104 - NAMEME Bul-Kathos's Children
- Inferno Set 002_104 - NAMEME Danetta's Oath
FYI: All those entries are in the Comment field. They have absolutely no meaning in-game. They were likely put there when they copy/pasted the old set and set item names for reference when they were coming up with new ones (since the new sets don't interact with the old versions, they needed to change the names so that people weren't completely confused).
For reference, here are the raw string tables:
Set Names: http://www.d3lexicon.com/data-string-list/item-sets
Item Names: http://www.d3lexicon.com/data-string-list/items
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FYI: All those entries are in the Comment field. They have absolutely no meaning in-game. They were likely put there when they copy/pasted the old set and set item names for reference when they were coming up with new ones (since the new sets don't interact with the old versions, they needed to change the names so that people weren't completely confused).
For reference, here are the raw string tables:
Set Names: http://www.d3lexicon.com/data-string-list/item-sets
Item Names: http://www.d3lexicon.com/data-string-list/items
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I just got done updating my website (http://www.d3lexicon.com) with the retail client data. I wanted to get all the juicy spoilers out there ASAP so there may be some bugs still, but I'll be working to fix anything that pops up as fast as I can. (If you want to report a problem directly you can email bugs@d3lexicon.com)
Here are some great places to get started (MANY SPOILERS):
* Acts (main quests and waypoint lists): http://www.d3lexicon.com/act
* Full Legendary list: http://www.d3lexicon.com/legendary
* Full list of Sets and their items: http://www.d3lexicon.com/set
* All Quests (including events): http://www.d3lexicon.com/quest
* All Conversations (game dialog, emotes, etc): http://www.d3lexicon.com/conversation
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If you want to include a closed-form version of Spray of Teeth it would be:
SUM(0, inf, (115 + 50CM) * 0.35^n)
= (115 + 50CM) * SUM(0, inf, 0.35^n)
= (115 + 50CM) * (1 / 0.65)
= (115 + 50CM) / 0.65
At CM = 1.6 the total damage is 300%, making it equal to Shatter Shot with piercing arrows. This requires hitting at least 3 mobs at a ~53% crit rate, 4 at a 40% crit rate, 5 at a 32% crit rate, etc.
If Shatter doesn't pierce then I wonder if it would lose its homing ability as well? If there are 4+ monsters around it wouldn't really matter, but against a boss it would be worse than the non-runed version if it split and never turned around to come back and actually hit the boss.
You also bring up a good point with Devouring Arrow. It's important not just to look at average damage, but also the probability distribution of that damage. With a 35% chance to pierce, ~96% of all attacks will hit 3 times or fewer. With the normal un-runed version, the first 3 hits account for~ 96% of the overall damage as well. With Devouring Arrow on the other hand, those first 3 hits which happen ~96% of the time only account for ~79% of overall damage. This leaves ~21% of the average damage is coming from that ~4% chance of getting 4 or more hits.
Here's a comparison of roughly 95th-percentile damage:
No Rune: ~169% (at 3 hits max ~= 96th percentile)
Puncturing Arrow: ~216% (at 4 hits max ~= 94th percentile)
Puncturing Arrow: ~223% (at 5 hits max ~= 97th percentile)
Devouring Arrow: ~224% (at 3 hits max ~= 96th percentile)
Shatter Arrow: ~235% (at 4 hits max ~= 65th percentile--assuming no piercing after the first, this is max damage)
This means that, even without additional piercing, Shatter Arrow will do more damage than the other rune options most of the time. It also hits slightly more times on average than Puncturing Arrow (2.05 vs 2.00) if you are fishing for procs. Looking at it this way, it definitely looks like it would be most balanced if the arrows retained their homing ability, but not their piercing ability after the split.
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I think you did something wrong in your calculations. If all 3 pierce after the split then the average damage is about 300%, making it the best rune, but not wildly better than Devouring.
The damage formula is:
115 + 0.35 * 3 * SUM(0, inf, 115 * 0.35^n)
(initial hit plus 35% chance to get 3 arrows that are effectively each a non-runed version)
= 115 * (1 + 3 * 0.35 * SUM(0, inf, 0.35^n)
= 115 * (1 + 3 * 0.35 + 3 * 0.35^2 + 3 * 0.35^3 + ...)
= 115 * (1.7 / 0.65)
~= 301%
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I posted a reply to a similar reddit thread earlier today with details on how to calculate these infinite sums as well if anyone is interested: http://www.reddit.co...ungering_arrow/
Shatter Shot absolutely will not work like this. If every pierce split and each of the 3 arrows had a chance to pierce causing it to split again, etc, then the expected damage from a single shot would be infinite! (After the first pierce you have 3 chances at 35% to pierce so, on average, you will get 1.05 pierces, which leads to an exponential explosion in damage).
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umadbro?
Honestly, though, they should have just done a character wipe with this patch so people wouldn't complain like this. If you level a new character your gear will be perfectly adequate from what drops plus the BS to fill in any gaps. You may not be hitting the same dps as you were in Patch 13, but you can get more than enough to steamroll the beta content.
Simple solution: delete all beta toons and start fresh. If your gear prevents you from completing the beta then come back and complain. If not, then I guess its fine afterall.
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BS gear isn't completely useless now. I still crafted a couple things, but I no longer feel like I need to check the BS every time I level to see what new gear I can craft. Instead, its just a way to fill out the slots that I haven't had very good drops for yet, which makes you want to get back out in the world to kill the minions of hell so you can get more loot.
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As far as I know, all resource generators generate their resource on ability use. I'm pretty sure you'll only get 6 spirit per click.
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I suppose this is an improvement for people that don't want to have anything to do with softcore, but it honestly seems almost insulting now. Before they could at least make the somewhat reasonable argument that you have to "beat the game" (on normal) before you can play HC, but now it just seems like an arbitrary hoop to jump through before you can actually start playing.
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Despite the way the patch notes make it sound, there is no way this is going to be additive with armor reduction. Otherwise you could stack 7k armor at level 60 to get 70% damage reduction from armor, plus 30% Barb/Monk bonus = 100% = immune to all damage.
What this change really means is that Barb/Monk will take 30% less damage before block, which means with the double damage buff at the start they will be taking 40% more damage before block compared to Patch 13 compared to the ranged classes who will be taking 100% more damage before block.
That whole double damage thing tapers off by level 20, though, so this change really has nothing to do with early game balance and it much more likely targeted at end-game Inferno play since all classes can stack similar amounts of damage reductions (armor, resists, or dodge) but melee classes will be taking a lot more because they are melee. This should help to even the playing field without forcing the Barbs and Monks to take every singe defensive skill/rune/passive to survive.
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Previous version (Patch 13) was 0.7.0.8610, so this is the highest build number you should have expected from a new beta patch. If it were just a bugfix patch, it would have been 0.7.1.8815.
Note: There's nothing special about 0.9. It doesn't mean that release is imminent and the next patch will automatically be 1.0. It just means there have been 9 major beta builds so far and the next one will be 0.10 and then 0.11, etc.
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The mods aren't really "+skills" in the traditional sense. Instead, they are more like normal affixes that only apply to a specific skill. These are the possible bonuses right now:
Power_Cooldown_Reduction: "Reduces cooldown of [Skill] by X seconds." (currently only Zombie Dogs)
Power_Crit_Percent_Bonus: "Increases critical hit chance of [Skill] by X%."
Power_Damage_Percent_Bonus: "Increases [Skill] damage by X%."
Power_Duration_Increase: "Increases duration of [Skill] by X seconds." (currently only Corpse Spiders and Blizzard)
Power_Resource_Reduction: "Reduces resource cost of [Skill] by X [Resource]."
Currently I think there are only bonuses for about half of the skills and each skill that has a bonus has only one of these types available to it.
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Overall, this is probably a good change, but its not without its problems. Under the old system, somebody could queue for a co-op game wearing gear with MF and nothing else and get items without really helping the group. The other 3 people don't have any choice in who they get grouped with, so it pretty much sucked for them.
Under the new system, somebody with really good gear that has enough dps/survivability to kill quickly and safely *plus* MF/GF will get paired with people that probably haven't been focusing on MF/GF so the geared person will lose most of their MF/GF (if nobody else has MF/GF then their values are essentially only 25% effective). This sucks for the geared person, but unlike the old system, the person it sucks for is the person that can do something about it by just not queuing for a co-op game and playing solo instead.
There's a difference, though, between carrying more than your share of the work in the group and having your drops actively penalized because you are playing co-op with less-geared players. Normally if you can kill at about the same speed in a co-op game as you could in a solo game, it would be worth-while to play co-op even if you were carrying some other less-geared players. Under the new system you'll have to be killing up to 4 times faster in co-op as in solo to make it worth playing.
People with more MF/GF than the average player will be penalized for playing co-op instead of single player (assuming similar killing speeds in both places). Because of this, many "above average" players will play solo rather than co-op, which will further lower the average MF/GF you see in a co-op game, which will further encourage people with MF/GF who can play solo to do so rather than play co-op.
This cycle could continue to the point where co-op is primarily for people who are still focusing on gearing up their dps/survival stats and may need some help from other people at that level to clear the content and gear up. Once people start to be able to incorporate MF/GF into their gear, they will be encouraged to play more single player and less co-op in order to gain the full benefit from their new and better gear.
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Yeah, sorry...I was thinking I was starting to go off-topic, but didn't really feel like starting a new thread.
As of now, max crit% from gear is 54% plus 5% base plus 10% from Archery with hand xbows plus 10% from a Scoundrel follower. That's enough to get you to what I've heard is the hard-cap of 75%. Again, standard caveats that you actually have to find the gear and that we don't know what the proc rate is yet. With 75% crit you'd be getting anywhere from 0-1.5D/hit depending on proc rate. So, its possible that you could have the MS Discipline generation benefits with any multi-target skill this way.
Not sure where you got this 15 yard number from, but I can assure you its wrong. You can see a video of MS in action on the official skill page: http://us.battle.net/d3/en/class/demon-hunter/active/multishot. The shot seems to be hitting nearly to the edge of the screen which is at least 35 yards (roughly Vault distance). Perhaps 15 yards has something to do with how wide the shot hits?
As for mitigation, MS should give enough Discipline regen in most cases to allow very high uptime on Shadow Power w/ Gloom. That's 65% damage reduction with 20% life steal, which seems like it should be plenty tanky to let you go toe-to-toe when you want to.