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    posted a message on Random Idea: Ancient Power Awakening System
    Thanks for the comments. glad to know its not that bad. ^_^

    i like the idea of making the legendary items more interesting. Afterall, the Diablo Franchise is all about loot right? So perhaps we can bring their Legendary Item Description or Lore to life. When we find a legendary item, i do not want the fun to end there. Let's dive deeper into the Legendary item in itself - An Ancient version of it. This will also give a chance for lousy unwanted legendaries to become useful or viable. Reading the Legendary Item Description/Lore will give us a clue to what sort of Ancient Powers the item may possess. And so, we have to do something to awaken it or to unleash it.

    A good example would be, Flesh Tearer, Nobody uses it...or at least i haven't come across anyone using it for serious fighting against enemies. Currently it doesn't have any special legendary affix. i'm guessing the "Chance to inflict Bleed" affix is its specialty. But really? almost every other weapon can have that affix too. And then, its description says:
    "The edges seem to become more jagged with each strike".

    Its Ancient version of it could have an ancient power that has got something to do with that! Maybe its:
    "Each hit increases weapon damage by X%, increases chance to inflict Bleed by X% and increases Bleed weapon damage by X%. Max stack of 100. Effects lasts until character dies. Each hit also causes enemies to take 3% more damage from all sources. Max stack 10. Effects lasts until enemy dies".

    something like that. of course i'm just giving a rough idea. i dunno if its too powerful or still not powerful enough. lol...


    An idea just came to mind: Instead of farming for ancient Items, find a legendary item with all the Affixes that we want, and then bring it to some ancient ruins or sanctuary where it is heavily guarded and also have lots of puzzles and traps [opportunity for new Map RNG]. Upon reaching the end, players are able choose any one legendary item to awaken its ancient powers. Rinse and repeat. just throwing the idea out to the floor again. :lol:
    Posted in: Diablo III General Discussion
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    posted a message on Random Idea: Ancient Power Awakening System
    Firstly, i apologize if there is already a thread created specifically to gather all ideas pertaining to the Ancient Legendary System. I tried finding it, don't see it anywhere on this forum or at the Official Blizzard Diablo 3 forum. I guess i didn't try hard enough...if there is one.
    Secondly, i don't know if this idea has already been mentioned by someone. So i'm just gonna throw it out and i don't know if its good or bad. lol...

    Straight to the point: Adding another layer of RNG is a bad idea. Most or all of us agree. Adding another super rare item to the Loot...i don't know about that. We have so many legendary items that we will want to use this on every one of them, to simply turn them into a more powerful version...stats wise. And nothing more.

    How about this? I mean...its a freaking ANCIENT version of the weapon/armor/accessory. Something has to be "ancient" about it. like some unknown power waiting to be awakened from its long slumber. Ancient right? meaning the item is ages old!! So it has to be even more unique than just 'unique'. this is my random idea:

    ANCIENT POWER AWAKENING SYSTEM
    I don't know how are we going to get an ancient item. i got no ideas on that. So i'm just gonna skip that. My bad...

    But once we do get an ancient item, i want to use it. and by using it after a period of time, its Ancient Powers are awaken. How do we awaken it? i dunno. no brillant ideas here either. i know the common way is to kill X number of monsters to unleash its power or kill X certain type of enemies or bosses...i don't know. somebody help out here. thanks.

    So what kind of ancient powers are we talking about? Concept Idea:
    *Further branch out the powers from within the ancient item.

    For example: Sledge Fist's Ancient Power - Hitting enemies will build up a charge meter. When full, attack again to unleash a powerful punch that instantly kills [1-3] enemies closest to the character, knockbacking the other enemies in a row, dealing X% damage and stunning them for long periods [10 secs?] with a debuff - enemies take 100% more damage. Punch will go through elites with shields. Doesn't instantly kill bosses. knockbacks work on them [finally!] and stun duration is shorter on them with the same debuff.

    Read on for other ideas:

    ***Needs cinematic zoom in on character when performing Ancient powers. Special animations too***

    Vengeful Wind: Hitting enemies will occasionally summon tornadoes that hits every enemy that touches it [similar to wizard's tornado], dealing X% damage, reducing their attack speed and movements for X secs. Hitting enemies will build up a charge meter. when full, attack again to perform 77 normal attacks [automated. like seven sided strike] on an enemy with attack speed of 7.77. All proc effects will still work. when used on a single enemy, every attack will cause the character to move [dance] around the enemy. When used on a group of enemies, every attack causes the character to dash. Note that the character wont be invulnerable during this 77 Combo Attack. will still receive damage. But invulnerable to all crowd control effects. Seven Sided Strike must be equipped in order to use Ancient Power.
    Windforce: every arrow shot are imbued with the power of wind that occasionally knocks up enemies into the air. hitting enemies will build up a charge meter. When full, attack again to unleash a windforce attack so strong that instantly kills every normal enemies, inflicting 30% of elites's hp as damage, immoblizing them for long duration. doesn't instantly kill bosses. inflicts 5% of boss's hp as damage. does immoblize them.
    Goldskin: upon collecting certain X amount of gold, character turns gold for 90 seconds granting 9999 armor. Drops gold upon getting hit. amount of gold drop is dependent on number of hits, damage received and gold find.
    Flying Dragon: Upon activation of Double Attack Speed, attacks leaves behind after-images of the monk that continuously attacks the enemy. only 1 after-image per enemy. after-images performs a 3-hit combo of any spirit generators that is currently in use. certain effects of spirit generators do work but does not generate spirit. IN ACTION: dash strike across a group of 10 enemies with FOT: Bounding Light equipped - 10 arcs of holy chain lightning.
    Maximus: Attacks are imbued with fire so strong that burns enemies over time. the longer it burns, the more damage it does. No Damage Cap. Damage increase will be gradual. Attacks occasionally unleash a straight line of fire. Demons are fearful of this weapon - demons getting hit by it will receive every abnormal status for 2 seconds - freeze, stun. blind, charm, chill, freeze, etc.Works on elites [demons only]. does not work on bosses.
    Scourage: After X explosions of demonic fury, summons forth a large group of skeletons and zombies [20?] that lasts for 60 seconds. able to summon up to a total of a group of 40 skeletons and zombies
    Krede's Flame: Gains a Fiery aura that boosts attack speed and movement speed while damaging nearby enemies and setting them on fire. enemies on fire will explode dealing X% damage to nearby enemies upon death and increases chances of dropping additional red health orbs.
    Band of Untold Secrets: Occasionally reveals the location of a legendary item [i have no idea how to get this implemented. lol!]
    Puzzle Ring: Occasionally receives orders from the Puzzle Ring, which instructs player to perform certain attacks in a certain order to complete a puzzle. upon completion, puzzle ring gets an additional random affix. Max additional affixes - 5. When all 5 puzzles are completed, character gains an increase to all stats by 5%. All additional affixes and increase to all stats by 5% will be removed upon death. permanent if alive.
    Stone of Jordan: increases all stats by 10%. removes countdown timer for "Revive at corpse" and revives with a powerful ancient aura that grants an increase to all stats by 15% and reducing all nearby enemies's stats by 15% as well for X seconds. does not stack with other Stone of Jordan aura.
    Fire Walkers: Continuously walking will increase movement speed until it reaches the maximum movement speed. at max movement speed, gains a fiery aura that burns enemies. Once you stop walking, you will lose the fiery aura and movement speed bonus.
    Dovu Energy Trap: Occasionally traps random nearby enemies for X seconds. trapped enemies loses hp over time. amount of hp lost will be equally given to all characters who are nearby, replenishing not just hp but a small amount of resource as well.
    Moonlight Ward: Has 3 charges to summon forth a group of spirits that attacks enemies with shards of Arcane energy that explode when enemies get close, dealing 240–320% weapon damage as Arcane to enemies within 15 yards. Group of spirits last for 60 seconds. Charges replenishes every 180 second. Yes, you are able to use all 3 charges at one go to summon 3 group of spirits.

    i believe Blizzard is in need of ideas? So the community can help out by providing lots of ideas.
    is it bad? lol...i dunno. just throwing the idea out to the floor. Thanks for reading.
    Posted in: Diablo III General Discussion
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    posted a message on Any cap for atk spd, chc and chd in RoS?
    okay. thanks everyone for the answers. i guess back to experimenting and discovering, except for those that have already been confirmed.
    Posted in: Diablo III General Discussion
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    posted a message on Any cap for atk spd, chc and chd in RoS?
    So are there any? if yes, what are the exact figures and how so? like whats the cap from items *only*, etc.

    what i know is this:
    attack speed cap at 100% from items
    critical hit change cap at 75% from items
    critical hit damage cap at 400% from items.

    false? true?
    Posted in: Diablo III General Discussion
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    posted a message on [RoS FAQ] Reaper of Souls: Frequently Asked Questions
    yup. i am well aware of that already. But is it a good fix or a bad fix? but either way, i just hope it doesn't end here and the elemental dmg on weapons will play a slightly more important role when it comes to building skill builds.

    i was hoping there would be some 'better tradeoff' for having other different elemental skills in a certain elemental skill build instead of having all 6 skills of only 1 element. but i guess the current 'tradeoff', which is using skills that doesnt benefit at all from the skilldmg affix, is pretty much acceptable. And of course, it doesn't have to revolve around "Physical", as it wont be fair to the wizard class. Then how will it be if not 'Physical'? Not sure either. Haven't brainstorm on that...
    Posted in: Diablo III General Discussion
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    posted a message on [RoS FAQ] Reaper of Souls: Frequently Asked Questions
    okay. i hope this somehow gets cleared up in time to come and it doesn't ends here. Because now we have this new skill affix to play around with when building our skill builds, we definitely want to try and aim for a skill build that fully benefits from the affix.

    Firstly, Monk doesn't have many lightning skills compared to fire, holy, cold and physical. i am not sure about other classes though.
    Excluding epiphany, here's the maths:
    Lightning - 5 skills, 9 skill runes
    Fire - 9 skills, 10 skill runes
    Cold - 8 skills, 8 skill runes
    And the rest are mostly Holy or Physical

    so for now, if i want a 100% lightning build, its going to be very limited to the number of skills i can play with. every character are allowed to use 6 skills at any one time during combat...and there's only 5 lightning skills or 6 if epiphany has a lightning rune skill. the very most, monk players can only play around with the skill runes as there are 9-10 to choose from. its like...there can only be one set of skill build to fully benefit the skill dmg affix. the only difference between various lightning skill builds would be the skill runes. Unless of course we choose to let go of 1-2 lightning skills and use others, that would be the tradeoff. But many wouldn't like that as those skills wouldn't benefit from the affix at all.

    Initially while reading up on this new skill affix, i had thought that maybe using physical skills wouldn't be so bad as i still get some partial bonus from another element skill dmg affix. Not the full % bonus. BUT on one condition - i am equipped with weapons that has the same element as the skill affix. It's like...a fair tradeoff, a fair give and take, a fair exchange. get some, lose some. if i want to do this, there's a condition, a criteria. And it's not that easy to get a weapon with a specific element. Had it been that way, there would be MORE different skill builds and players wouldn't mind using any physical skills for their elemental skill builds. Not sure whats it gonna be in the future though. Can only say this much for now.

    i am not sure about wizards and witch doctors. i tried to read up on this new skill affix, did some experimenting...but thought i just asked the forums instead and typed out what i had thought. But i presumed the wizard class has almost no physical skills? so they must have quite a lot to play with, be it fire, cold, arcane or lightning. and that many skills builds can easily fully benefit from the skill affix. Much skill builds to play around with.

    oh and as for barbarians...i just took a quick look at their skills. quite a lot of physical ones. i wonder how will they ever want to have a certain element skill build. Not just physical. Anybody to say about this for the barbarians?

    Any other insights about this skill affix?
    Posted in: Diablo III General Discussion
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    posted a message on [RoS FAQ] Reaper of Souls: Frequently Asked Questions
    From this link, i read that:


    • Skills that deal Physical damage should no longer benefit from items that increase elemental skill damage.*
    so just to confirm one more time:

    lets say my monk uses thunderfury and fulminator. both have lightning damage.
    And then i have gears that have the affix "lightning skills deal X% more damage".
    After the patch, if i use physical skills, they are not gonna get *any* damage boost at all? not even 1% despite having lightning weapons? is that right?

    does this mean that weapons with elemental damage becomes somewhat pointless to have? Like...it doesn't matter if i have a cold, holy, poison, fire, arcane or lightning element on my weapon compare to a weapon with no element? Like...they have no role to play in our total damage output?
    Posted in: Diablo III General Discussion
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    posted a message on Core Arreat Chest Farm
    Just did this 15mins ago.

    So the same thing as i had done for my Normal and Hard Difficulty runs:

    i killed every white mob, elite and treasure goblin
    i destroyed every pile of bones and infernal cocoon,
    i opened every chest and demonic vessel.
    i have a total of 74%MF throughout. hardly ever gotten the Fortune Shrine. the most once or twice. even then, i remember only getting it at the end of the run [tele to town to rinse and repeat].

    did 25 runs on Expert Difficulty [total duration - 38mins]:
    1st run [Chest] -http://us.battle.net/d3/en/item/erlang-shen
    2nd run [Chest] -http://us.battle.net/d3/en/item/sever
    12th run [Elite] -http://us.battle.net/d3/en/item/the-ess-of-johan
    13th run [Chest] -http://us.battle.net/d3/en/item/blackguard

    did 25 runs on Master Difficulty [total duration - 45mins]:
    1st run [Goblin] -http://us.battle.net/d3/en/item/shi-mizus-haori
    9th run [Demonic Vessel] -http://us.battle.net/d3/en/item/cindercoat
    12th run [Goblin] - Planhttp://us.battle.net/d3/en/artisan/blacksmith/recipe/singularity
    25th run [Demonic Vessel] -http://us.battle.net/d3/en/item/bovine-bardiche

    didn't do anything else like went somewhere to kill monsters, etc. no breaks in between too. Total duration for those 50 runs - 1hr 23mins for 8 legendaries.

    i guess its not worth doing the Normal or Hard Difficulty for lvl 60 characters?
    Posted in: Theorycrafting and Analysis
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    posted a message on Core Arreat Chest Farm
    did 25 runs on Normal Difficulty...nothing
    right after that, i did 5 runs on Hard Difficulty...nothing. shut down computer to take a break and bath.
    about 2 hrs later, i did 20 runs on Hard Difficulty...nothing BUT found 1 legendary [http://us.battle.net/d3/en/item/ancient-parthan-defenders] from a chest on my 7th run [out of the 20]. That's all.

    i killed every white mob, every elite, every treasure goblin, destroyed every pile of bones and whatever other breakable objects, open every chest and infernal smth. i had a total of 74%MF.

    i guess they nerf it. but its pretty good to do this to get gems though.
    Posted in: Theorycrafting and Analysis
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    posted a message on lvl 60 characters no longer get a guranteed legendary from SK now. What about Diablo?
    oh! it hasn't been fixed yet??? lol! okay...my bad.
    Posted in: Diablo III General Discussion
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    posted a message on lvl 60 characters no longer get a guranteed legendary from SK now. What about Diablo?
    So when lvl 60 characters plays through the whole game again [reset quests], skeleton king no longer 100% drops a legendary as it has been hotfixed/patched.
    But the developers did mentioned about making Diablo 100% drop a legendary. Has that been patched into the game already?
    Posted in: Diablo III General Discussion
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    posted a message on Monk Attack Speed 5.00 in Action
    Quote from Coaster_Man

    Quote from gheid

    Quote from Beace

    How did you reach these numbers?

    From how the Enchantress spawned in like that, I imagine he's using a Sandbox (or private emulator, in other words) to show what 5.0 AS looks like.


    ... or he edited the video so we don't have to see him run back to town and hire her...

    its very possible to reach such high atk speeds before patch 1.03 [before IAS nerf]. You may refer to this analysis for more info: http://www.diablofans.com/topic/54677-before-patch-103-analysis-highest-attack-speed-for-each-class/#entry949441

    of cos to reach even higher atk spds would require lots of gold to get the fastest equipments, even though they may be super lousy without any other stats on them but they were rare [low on availability] at that point of time. So it would cost millions to get hold of all the fastest gear in the game.

    Quote from Tarquinn2049

    Quote from xXrasuninXx

    If there are any other atk spd videos that are 5.00 and above, it would be good if you can post and share them here with us. Thank you =D

    This one isn't great, but I do have a video from before when I just wanted to see how fast barbarian attack speed could go. I didn't have much money, and I didn't want to spend much on what was just a one-time joke. So all of the attack speed items were cheap blues, especially the daggers.


    nice...looks awesome! yea...money was an issue for me too. not a pro player who can earn 10M gold/day. hahaha...

    Quote from proroby

    Thanks for that video, but I don't see getting there without losing too many other important stats.

    my pleasure =D. yup....i easily got 1 shotted in inferno act 1. lol!!! i had to sarcrifice a lot of atk spd in order to survive.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Monk Attack Speed 5.00 in Action
    Firstly, i would like to apologize for the poor quality when i did the recording ***a month ago*** [before patch 1.03]. So it was easy to reach such high attack speeds at that point of time. And then I had chosen to record it at 60FPS 800 x 450 instead of 30FPS 1600 x 900, as i was not aware that youtube or any other video sites would automatically degrade the framerate to 30 and with much lower bitrate upon uploading the video.

    Of course, i could go higher than 5.00 but i just wanted to show people what 5.00 would look like in action since there wasn't any that i could find at that point of time.......although i didn't manage to record much at all. XD. Due to unforeseen circumstances, my plan to showcase atk spd 5.00 using all sorts of monk attacks failed.

    The gear i had at that point of time is not important, since Blizzard had changed the IAS values by reducing them to half of its original values. For more info, you may refer to this link: http://www.diablofans.com/topic/54949-patch-103-analysis-highest-attack-speed-for-each-class/page__pid__984088#entry984088

    If you wish to see ONLY attack speed at 5.00 at 60FPS [i recommend you do so :)], i have uploaded the original file for your own viewing pleasure: http://www.4shared.com/video/-dNQpieS/Monk_atk_spd_5.html?

    For those who want to take a quick look at it, you may proceed to viewing the video:
    http://youtu.be/0RFNuth9ZPs

    i am afraid...that is all i can offer to the mass. If there are any other atk spd videos that are 5.00 and above, it would be good if you can post and share them here with us. Thank you =D
    Posted in: Monk: The Inner Sanctuary
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    posted a message on [Patch 1.03] Analysis: Highest Attack Speed for Each Class
    Quote from safka

    However, there are 2 weapons that still possess the suffix "+0.?? Attacks per second" in the whole game of Diablo 3. And they are:
    Dont know if this is of any difference, but i have found a pair of those swords recently


    ....woah! now that opens up to a lot more room for higher attack speed!
    Looks like i will need to try and find on the AH for a lvl 60 weapon, be it magical or rare, to see if there's any that has that affix.

    Thanks for sharing this safka!
    Kudos to you! =D

    [EDIT]
    Just noticed that its a *unique* magical sword. so im guessing i won't find any level 60 weapons possessing that affix. zzz...oh well. lol...But still thanks for posting this. Now we have 3 weapons in the whole game of D3 that has "+X Attacks per second" affix. XD
    Posted in: Theorycrafting and Analysis
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    posted a message on [Patch 1.03] Analysis: Highest Attack Speed for Each Class
    hahah....it was rather unexpected for me to have found that this thread had hit headlines before i could get people's comments to confirm these theories and values. But i guess this way works too. Thanks to the people behind diablofans.com. Hoping that we can get down to this.

    In the future, i will be doing another attack speed analysis when the new legendaries come out. However, if there are any attack speed changes before that, i will be doing for them as well. :lol:

    oh and i will be editing this too. just to make it ....fuller. It is still not the intended piece of work that i had in mind. Still lacking certain details. will be doing that in the coming week. =D

    Quote from Rezuel

    Not 100% sure but i believe big bad voodoo stacks so you could push a bit more haste with 3 WD.

    can someone confirm this? it would be awesome if its true =D

    Quote from Nerax

    You haven't included the monks hidden attack speed bonus. Fist of Thunder has a hidden 50% bonus for instance (the other generators have hidden bonuses as well, but Fist of Thunder is by far the fastest). Not sure how the bonus stacks with other sources though so can't help you with the full speed calculation.

    For my analysis, i have only taken into account whatever sources contribute to the "Attacks per second" value in the Character Stats Table found in the game. I do understand what you are referring to. I am aware that some skills attack faster than others despite applying the same "Attacks per second" value to all of them. But because we don't really have a value to represent for each of these skills' own animation speed, unless one has robotic eyes, its going to be hard to clamp it down and tell people "you are getting a hidden X% attack speed bonus for this skill and X% attack speed bonus for that skill". Otherwise, maybe Blizzard can tell us about it. :Thumbs Up:

    And yes...Fist of Thunder is by far the fastest!

    Quote from soulzek

    Since you counted Frenzy for Barb, I think it's only fair that you consider Electrocute's increased attack rate for Wizards...

    erm..Barb's Frenzy does give IAS speed while i can't find any for Wiz's Electrocute skill. You are referring to something like a "hidden" attack speed, am i right? Because i have played a wizard class and notice that Electrocute attacks way faster than any other signature spells.
    Posted in: Theorycrafting and Analysis
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