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    posted a message on Attack speed, arcane power and you
    One really important thing you have to factor in here.

    You won't be standing still more than 5-10 seconds at a time in Inferno. If you do, it's either because there's not much danger (only a few monsters) or you have an extremely survivalist build/gear.

    The 5-10 seconds figure is arbitrary at this point since the game's not out but it is close and also helps illustrate how being able to maintain 30 seconds (or anything close to that) of a channeled skill is very unlikely.

    Diablo is very heavy on hit and run. Being able to dish out damage on the move is extremely useful.

    My whole point is that your work is only theoretical DPS with 2 Wizards standing still firing at something not fighting back. Otherwise, I would probably take something that hits harder but can only cast for 6 seconds over something that doesn't hit as hard but can be maintained longer.

    Quote from FatManza

    ...Also, you can probably maintain high dps while recharging by using signature spells...

    This too.

    This shows that other things need to be taken into account like I mentioned. For example, it may be equal to or better DPS to use the faster, "weaker" weapon, and weave signature spells in between the "short" channel times.

    I realize that goes beyond the scope of your findings, but it's the reality of the game. We can't just look at 1 skill (Ray of Frost) in 1 situation (standing still) and conclude that a particular weapon type is always better (slower APS).
    Posted in: Theorycrafting and Analysis
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    posted a message on Diablo 100% unlock - Everyone go like everything on the reveal website
    Quote from ButtonNose

    Quote from Steamrice

    got less excited when I found out its just an animation ;/ Was hoping for sick CG

    an animation by the dude who did AFRO SAMURAI! need i say more?

    Afro from Titmouse and Aeon Flux from Chung, it's going to look awesome.
    Posted in: Diablo III General Discussion
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    posted a message on Release Date has never been closer
    Quote from Broken

    And we are down to single digit days

    Definitely a milestone.

    I was so happy watching the countdown gadget on my desktop go from 10 to 9 days left last night!!!
    Posted in: Off-Topic
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    posted a message on Jay Wilson: I think the fun is in playing the game, not working out how to play it.
    Quote from Solmyr77

    I just can't agree with this statement. Not that playing itself isn't or shouldn't be fun, of course it is/should. But this sounds like theorycrafting isn't supposed to be fun, while the opposite is true.

    That's not what he meant, so anything you think/feel/typed about that quote is just way off.

    There is a HUGE difference between theorycrafting (figuring out how skills/strategy can work optimally in particular circumstances) and figuring out how the basics of the game are supposed to work.

    All the Skill UI is doing is saying "Hey, we built this game on the basis that you'll dabble in skills from all of these categories, taking 5 skills from 1 of them is not what we had in mind when we made the game". It has nothing to do with theorycrafting.

    If you had to search around for 2 hours to figure out how to start a quest (for some reason you didn't know), would you call that theorycrafting? No, so they'll show you how to right click on the NPC and put a mark on the mini-map, the FUN is in the quest itself.

    These are the types of things he was talking about. Mostly fundamental game systems that you should have an idea of how they work in order to play reasonably well (tooltips to tell you how to identify a rare, skill UI categories, etc...).

    It's like you picking up a new game and someone explaining the controls to you, not explaining the ins and outs of the moves/skills/whatever, because there's a difference. That's what he's getting at with "having fun figuring out how to play" VS "having fun playing".
    Posted in: Diablo III General Discussion
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    posted a message on Official BradyGames Diablo 3 Strategy Guide Preview (Inferno Monster Stats, Monster Affixes, Achievements)
    Quote from Stormus

    You cannot compare this game with WoW though. WoW has multiple classes/spec's that focus only on healing. In this game, there is one spell that heals TOTAL. Also, you can have group size up to 25 in WoW, as in diablo at MOST you can have is four. But we'll see how it works out

    There's more ways to heal besides breath of heaven.

    I have heard of BradyGames having mistakes in their guides before though, I wonder how closely they worked with Blizzard to get this.

    SK has poison resistance? My Witch Doctor seemed to be doing full damage against him, maybe it's the low numbers and low resistance on normal?
    Posted in: News & Announcements
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    posted a message on So i heard that Inferno was gona be hard...
    Quote from Makesh

    I've never seen developers being good at their own game, so I don't think his answer means that much. :P

    I get what you're saying but Jay said that they would take their most skilled players and model Inferno around them only, and then DOUBLE the difficulty for release.

    So they know that there are gamers out there that are beasts compared to their internal testers. I don't think their testers are any slouches though either.
    Posted in: Diablo III General Discussion
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    posted a message on Without Ladder Resets, D3 Replayability is Doomed.
    Replay value comes from the combat itself. Yes, that is plenty.

    I've been saying this for a while now. I can see how that may be hard to understand if you're stuck in a D2 mindset of combat still.

    Strategy and tactics are far more important (heck, it's enough those 2 things actually EXIST in Diablo now) to combat in D3. Controlling the field and the monsters while keeping your health up takes a lot more now. It's no longer spamming 2 skills and spamming pots.

    Take that and add the fact that the areas to farm are larger and more random with events and things. No more single boss runs like D2. You'll be hunting down rare/champ packs and each pack will be an incredible battle where you'll have to devise a strategy to survive. Each pack will be different. Going through packs to get your Nephalem Valor buff up then fighting a boss is going to be much better than D2 farming.

    Now add all of that to an increased difficulty when compared to D2 and you'll want to keep playing because the GAMEPLAY is fun, not because you're forced to level again.
    Posted in: Diablo III General Discussion
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    posted a message on Diablo 3 Customization sucks?
    Quote from Dawn

    Okay I haven't played Beta so I'm not 100% on any of this, it's just what I've read off the internet. But here's just some stuff I've noticed. In Diablo 3, you can't add attributes (strength, vitality, intelligence etc). The attributes just get added automatically, correct?

    Correct. But that's fine because there was no choice in where to put the attributes in D2. There was a right way and a wrong way. Any variation served only to weaken your character. STR to wear the gear you need and VIT.

    Bottom line, there wasn't any real customization there, just the illusion.

    Quote from Dawn
    ...And with skills, you can't level skills up (like level 20 skeletons in D2). You can only get the skill once, and then add runes if you want to make it stronger. After realizing all this, I realized that there is hardly ANY customization in D3 at all. It's really limited.

    What's the difference between clicking a skill once to get it and clicking it 100 times? Nothing.

    Adding skill points to a skill increased it's power by A TINY ammount each time. It's very underwhelming and a bunch of skills aren't worth shit until you get enough points into them, where's the fun in that?

    It's a much better feeling to simply acquire a skill in all it's glory, immediately powerful and useful, giving you more CHOICES since you don't have to pool up skill points or wait for the "right skills" to become powerful.

    Talent trees have the same "illusion" of choice that the attributes had. The choices are rarely difficult to make, unlike in D3 where it's tough to decide exactly how you want to play because every skill has a use and is powerful from the get go. That's not counting how runes can completely alter the usage of a skill to your needs (CUSTOMIZATION!).

    Quote from Dawn
    Someone said on another website that at level 13, practically everyone's wizards are exactly the same. Attributes the same, skills the same (because you can now just re-choose and swap skills whenever you want). The only way to customize your character is through items and runes. Doesn't all this kind of suck? I mean it makes the game way more boring. I'd really love to make a Melee Wizard or something, but if we can't control the attributes, it makes it much harder to have unique heroe builds.

    First of all, controll over attributes has NO bearing on making a Melee Wizard if you choose. INT is your primary stat, it's your damage, whether you swing with an Axe or shoot a Magic Missile.

    Also, playing in the Beta for 3 months now, I have seen SO many different builds (with overlapping skill choices of course) between players. I played with 5 different Monks in a matter of 2 hours one night and they ALL had 2 different skill/runes than each other.

    This is in the beta, where we have EXTREMELY little to choose from and people are STILL choosing things differently. There is MUCH more diversity in builds in the beta of D3 than there was in D2 (I'm talking viable, not gimp variants).

    The fact that you can access any skill doesn't take away the meaning of your choice. If you create a set of runes/skills tha allow you to kill faster and more efficiently, or to survive what kills most others, then YOUR CHOICES MATTERED.

    People will have tons of different builds, it will be DIFFICULT to find people with the same skill/rune choices. THat's not taking gear into account yet either, which plays a huge role in what skills to use (crit, APS, etc...). I know this because it's already happening in the beta.

    Bottom line:

    THe POTENTIAL for everyone to be the same DOES NOT MEAN that everyone WILL be the same.

    Quote from Dawn
    What do you guys think? If I've got some stuff wrong, please explain how it all works (and how customization is in fact very good, if that's the case?)

    I think you, and anyone else who thinks that way has stuff immensely wrong.

    D3 customization trumps D2 in every way.

    D3 replayability trumps D2 in every way (another complaint I hear).

    Replay value won't come from FORCED REROLLS to experiement with new builds, it will come from the COMABT ITSELF.

    The areas to farm are much larger now, the mobs to fight are more diverse. Hunting for large packs of rares/champs with 4 affixes making them incredibly different encounters with different strategies needed is awesome compared to D2 boss runs.

    Then add in random events and Inferno monsters being higher level than players.

    The combat is more strategic and challenging than ever in D3 compared to D2. You have more tools at your disposal (compared to D2's 2-3 skills maybe) and more things to fight against.

    That's why you'll keep replaying.
    Posted in: Diablo III General Discussion
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    posted a message on So, US 9hrs after EU?
    Quote from BleuSnaks42

    Quote from MrMostaza

    So I have a question: If normally I would play on the US servers (because I live closest to those), can I play on the EU servers on the 15th to start playing early 6 hours earlier??

    AFAIK, no. You have to wait for your specific US client to unlock at the same time as everyone else's in the US (12:01). If you buy the EU client then yea no matter where you live you could connect at the 00:01 CEST, but since you have the US client you have to wait until either 12:01 or 3:01 depending on where in US you are.

    For release it seems to be origin of the account that blocks you, but after release...

    There are no separate clients. There is ONE CLIENT. It is a REGION FREE client. There is NOTHING stopping someone from buying the game in Russia and playing on a US server or buying the game in Mexico and playing on an EU server.

    The only thing is that you cannot transfer a character from one region to another. You can create characters on any region you want, but once a character is made on a particular region, he stays there.
    Posted in: Diablo III General Discussion
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    posted a message on The Sword of Justice Comic Book Giveaway
    Posted in: News & Announcements
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    posted a message on skills that do % of weapon damage
    Take a skill off of one of your mouse key hotkeys. You'll see the tooltip for your "regular melee" attack.

    THAT is your weapon damage. It's all of the +damage affixes you have added to whatever weapon is set to swing next.

    It's the min-max damage range of whatever weapon is set to swing next added with +damage modifers on non-weapon items. Most skills use the min-max damage range of your Main Hand weapon now.
    Posted in: Diablo III General Discussion
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    posted a message on Is Diablo 3 going to be too "childish" ?
    Quote from raginkajan

    Hi everyone,

    Let me start off by saying that I am a long time player of Diablo 1 and 2 and a huge fan. What really immerses me in the Diablo experience is not only the horror lore attached, but the uncertain atmosphere that you live in through your character.

    The art style of the environments can add a lot of fear, anxiety and bravery into the player, which is something that concerns me with Diablo 3. Looking at the "art style" if you will, the graphics...the game doesn't have that same horror appeal. And if I can be honest...it looks a little childish to me, almost like a cartoon. And when you have that sort of atmosphere, you can certainly expect some of the game elements to reflect their environment.

    Just my thoughts!

    Are you saying that after having played through the beta? I'm interested to know.

    I can almost see how one can think that by looking at some pics of New Tristram, but after playing through it that fear concern should be dispelled.
    Posted in: Diablo III General Discussion
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    posted a message on [Spoilersish] Who is this?
    Quote from nemesis2252

    it has to be something significant beause of th size change and the fact its the 50% unlock. im not really happy with dev diaries cuz its nothing about the game itself really. more just about random ramblings. when the site was released i thought it would be awesome new content.

    There's nothing new for them to show really.

    And if there is, it's definitely being saved for the milestones only (50 and 100). There's not much else to share with us game-wise to fill up 10 unlocks.

    I for one like the insight into developing games. It takes so much more than most people give credit for (especially the people who think they can make better design decisions than the people who made the game).

    I know those particular videos weren't that in depth into the development, still fun though.
    Posted in: Diablo III General Discussion
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    posted a message on Even Betterer Spirit Generation Build!
    The title is just poking a joke at the other thread here titled "best spirit generation build in the world". I would like to thank "CultofPersonality" for putting that build up for me to analyze, it got me thinking about a monk resource generation build myself and I had a lot of fun trying to think about what I wanted that build to look like.

    Here's my build, super long in depth explanation on each choice below.

    http://eu.battle.net...VeXQ!Ycd!YaZZYZ

    A little background on my overall goal...

    Spirit Generation is a great goal to have when making a guild but it's meaningless if you don't have good ways to spend that Spirit (not directing that statement at Cult's build in any way, just my philosophy on the subject).

    My build is about generating in order to spend as quickly and often as possible. Likely, this build will rarely see my Spirit stay filled up for long, it will be constantly coming in then getting spit out in the form of damage. An idea I wanted to incorporate is "the damage will pay for itself" (every calculation or estimation I make from here on includes the 25% increased Spirit generation from the passive Guardian's Path).

    That idea lead to the inclusion of Exploding Palm - Strong Spirit. Hitting 7 enemies with Exploding Palm means it will make it's Spirit cost back completely. Even if it gets close to 7, that's great. That's a lot of cheap damage still, especially on elite packs, which is really important in Inferno.

    In order to maximize the amount of enemies Exploding Palm will hit to maximize the Spirit return from the rune, I included Cyclone Strike with Eye of the Storm rune to bundle them up (you'll see why this rune was chosen).

    To make sure the Exploding Palm bleeding enemy dies and I get the damage and spirit generation from it, I'll use Wave of Light - Explosive Light as the final hit to the Spirit spender combo to kill it. Cyclone Strike also makes hitting more enemies with Wave of Light easier and efficient also.

    That means, Exploding Palm > Cyclone Strike > Wave of Light = 145 Spirit (this is why the Cyclone Strike cost reduction rune was chosen), which is just about a full globe of Spirit. That's an ambitious combination and is the staple of the build.

    That combo banks on the ability to get to full Spirit as quickly as possible as often as possible in order to keep the combo going. Remember though, I'll be making tons of Spirit back with Exploding Palm, so I won't have to make back the entire Spirit globe to keep the combo going.

    Really quick, let me get the passive generation out of the way. 3/sec from the Mantra, 2/sec from Chant of Resonance passive. Increased by 25% with a 2H from the Guardian's Path passive = (3 *1.25) + (2 * 1.25) = 6.25 Spirit/sec, just like using a combo generator every second.

    To generate what Exploding Palm and Passive Spirit generation doesn't in order to continue the combo is where Way of the Hundred Fists with Spirited Salvo rune comes in.

    The cumulative probability of getting at least 1 proc in a full cycle of WotHF is 38%, which is pretty damn good for quick Spirit generation. That means chance are I'll be getting ~40 Spirit from WotHF each cycle, possibly more. Take the passive Spirit regen into account (6.25/sec) and I'm looking at having enough Spirit for that spender combo every 2 WotHF cycles (~6 seconds). That's really quick, and to illustrate how I got to that conclusion...
    • At 1 APS with a 2H, a cycle of WotHF (3 hits) takes ~3 seconds (I'm assuming it's slower than other generators).
    • In that 3 seconds I'll generate ~60 Spirit or more, add to that whatever was made back with Exploding Palm and I'll have a full 150 Spirit by the next WotHF cycle.
    • This is not taking Infused With Light into account, which will let me max my Spirit globe even quicker than the normal 6 seconds.
    Breath of Heaven - Infused With Light is there for 2 reasons, it helps with survivability, which is especially nice since I'm using Cyclone Strike and will have enemies around me. It will also greatly increase the speed at which I can fill my Spirit globe to do my spender combo, making each hit of WotHF give 15 Spirit.

    Putting all of that together, I'm looking at filling up my globe every 6 seconds or less based on having 1 APS with a 2H, I think it will get faster than that though with better gear and especially with better procs of the Spirited Salvo rune and whenever I use Breath of Heaven every 15 seconds. Of course, it is possible for it to take a little longer as well, but even then that's still really fast. Especially when you factor in just how much damage that spender combo does.

    Exploding Palm is 220% to a larger enemy, then 30% of his health to a bunch of enemies around him, Cyclone Strike is 100% AoE damage, and then 285% AoE damage from Wave of Light. Doing that combo every 6 seconds is pretty nice. Depending on the situation, I can of course change the combo around to do Cyclone and Waves only.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Best Spirit Generation Build in the World
    There's one "problem" I see here, and the main reason I haven't included Sweeping Wind in my personal "spirit generation" build, is that you have to CRIT in order to add stacks to it.

    Melee hits only refresh the duration, crits add a stack. So until you have the gear, it won't be up as much as you think. I realize that once you get the stacks, non crits will still refresh it meaning you CAN maintain the full stack for the 3 Spirit/sec, it will just take a bit to get to that point.

    Now, that may not seem like a big deal but there are plenty of lulls in between battles which means no matter how hard you try, no matter what skills you bring, Sweeping Wind WILL drop off pretty often, requiring you to crit again in order to stack it up to attain the spirit regen from the rune.

    I'm not dogging on the skill, it's great, just explaining why I haven't chosen it for my personal generation build.

    The only generation you have besides your generator is the 10 Spirit/sec, a portion of which will likely drop off (Sweeping Wind) here and there like I talked about. That's a decent chunk though and paired with a generator, you should get ~50 Spirit every 3 seconds with 1 APS 2H (22 from 3 hits of WotHF and 30 from the per second Spirit).

    That works out to be a Wave of Light cast every ~5 seconds, which is nice damage.

    This is all while you have Sweeping Wind + Air Mystic Ally ticking away, but some of that "thorns" damage may not always be efficient if enemies aren't clumped up. For thorns damage to be most efficient, I feel that either Cyclone Strike needs to be included in the build, or some kind of mobile skill, like Tempest Rush or Dashing Strike, in order to get into the center of a group and damage the maximum amount of enemies with the thorns damage.

    That's one more reason I didn't include Sweeping Winds, and thorns damage in general, into my Spirit generation build. Just my personal opinion.

    Overall, your build is awesome and it will definitely allow you to pump out Waves of Light often, crushing demons left and right quickly.

    Here is mine, I hope you don't mind me sharing it in your thread. Also hope you don't mind the thread title, I'm just joking with you :)

    http://www.diablofan...neration-build/
    Posted in: Monk: The Inner Sanctuary
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