Quote from Dagobertono»
Turbohud take a screenshot at the exact(!) same ms every time you level, right when the blue "explosion" goes off ... He could just be very lucky and have hit the button at the exact right time, but i kind of doubt it. He clearly didn't close the rift and he would have like 100-150ms to respond when the rift was closed to take sceenshoot. Considering people with good reactions use about 250ms .... well go figure.How can you tell? due to the suspicious cropping of the image or do i miss something?
But to be honest it is just speculation and all in all i don't matter if he does use it or not.
Look at the rift closing timer. It states 27 seconds remaining...and since he's standing in town it is likely that completing the rift is what granted him the exp to go over the top. It also means it took him 3 seconds to take the screenshot.
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@TheTruthAbounds
Yeah I read it that way at first, but after someone pointed out the other possible interpretation, I could see it go one way or another., which is why I tried to list them as maybes.
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15 new legendary items, we know for sure:
We can suspect:
That leaves 10 to 7 still complete unknowns.
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http://us.battle.net/d3/en/blog/17989719/first-look-patch-220-2-19-2015
Well PTR is coming up, and instead of all this guesswork about how the set might work I'll be on the front lines trying to get is ASAP to lock in some of these assumptions.
They hinted at 15 new legendary items, of which we only know of 5 (rend ring, slow-time helm, multi-element ring, rain of veng gloves, barb boots), so we'll see if they added anything else that might make this set better or any of its skills worth using other than magic missle.
Maybe they've revamped energy twister and its ill-fated bracers that were so bad during the last PTR.
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Dunno....though our mirror images can stack (or at least did in the past) their own firebird dot. And with four images dealing 10% of your damage it might add up to something...
However their AI sucks, and they often don't cast where you want them to nor what you want them to. So even if it did work, it probably wouldn't be worth using in practice. Though the mirror images from Haunt of Vaxo use a different A.I. so it might be something to look at with that amulet once the set goes live.
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Then show it instead of just stating it. Hydra casts at the same time you are casting, it only uses up one attack turn every 15 seconds. Show me a BUILD that uses it well. Show me how you're going to pay for it. Show me what you're not getting in order to have it on your bars.
Yeah, because it is a glass build that requires a tiki doc. Point to where I've ever stated otherwise.
Which is exactly why I said tiki docs are required for high lvl greater rifts.
Sure, if you don't care about doing high lvl greater rifts, the exact context that I called out for which tiki docs are required.
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No, it definitely is the norm. It is a 100% requirement for high group grifts. Find me a group in the top 100 4-player that doesn't have a witch doctor in it.
Yeah, and I say you're wrong. Back up your point with numbers. Account for arcane power expenditure and generation. Account for passives lost to the aforementioned. Account for hydra being able to snapshot Arcane Dynamo and hydra% on gear being a multiplicative buff.
You mention all the buffs/debuffs lost by not using the slow time helm, so the concept of opportunity cost can't be a completely foreign concept to you. Take some time and turn your gaze inward towards your arcane orb build.
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Blayreau gets it.
Though I'm not so sure about its competativeness in solo grifts. People might just still with firebirds for solo, or come up with something else. The need for either strong CC, strong defense, or strong avoidance to merely survive changes the game a bit if you're speaking about solo.
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Unless fear docs have been removed from the game, you can most certainly stand still.
And please tell me why being able to attack faster when you do have a chance to attack is any worse than hitting harder and more slowly when your attacks cost no resource.
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All skill% buffs are additive in the same group as I showed in m example except for hydra%, which is strictly multiplicative.
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Mammoth hydra deals ~3300% dmg/sec per hydra at the 3.06 pet aps breakpoint (4400%/sec at the next one).
Two hydras together deal 6600%dmg/sec with sparker
With mirrorball you deal 4140% per attack with the 6-set, if you're at attack speeds to unlock those hydra breakpoints, that's over 2 APS, so ~8000% wpn dmg/sec
So you have three major sources of damage:
~6600% wpn dmg/sec as Fire from Mammoth
~8000%/sec from magic missile of an as of yet chosen element
~1250%/sec of a fixed element, lets say arcane or just anything but fire.
Are you really gonna let such a small fraction of your damage determine the effect of the rune you choose on your main damage dealer? No you're not. You're gonna choose the least sucky rune and the element that has the best legendary item support. Which is by far Fire with magic missile mirrorball.
Now maybe if you pick any of the other shitty spells listed on the 6-set they'll be dealing damage so low that you need to lean on the 4-set for your damage, but not true with MM-Conflag.
Or hell, just take ANY skill listed on the set, look at its tooltip damage, multiply it by 6, and see how much larger it is than 1250%. Whether or not a skill is AoE, whether an element has better supporting legendary gear, is worlds more important than extra (1250% * 0.6) = 750% wpndmg/sec
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The 4-set doesn't do enough damage on its own to have any impact on what element we choose.
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A resource for the different buff groups can be found here:
http://us.battle.net/d3/en/forum/topic/14058607023
And an older one can be found here (though it is now wrong about arcane dynamo, that is now its own multiplier):
https://us.battle.net/d3/en/forum/topic/8770117237#3
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And it is because of that, that I don't like including buffs like that when talking about what wpn dmg% skills/abilities will deal...
A dude using no buffs or debuffs might be able to treat the 4-set as if it is dealing 1375% damage, but the same can't be said for the dude using Glass cannon, force weapon, and Elemental Exposure.
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Perhaps we're using the word additive to mean different things, if that is the case then disregard this video, if not see below:
https://www.youtube.com/watch?v=r3kd330FGDI
In the above video my set-up had initially zero buffs/debuffs, 2966 Intel, 344 min damage, and 344 max damage (min=max can be achieved with legacy gear that has +min damage on it). I used magic missile which lands for 230% weapon damage so the equation is:
I then added a 10% buff from unruned magic weapon:
I then added 10% magic missile bonus from a craft belt with zero-intel on it.
I then socketed a Simplicity's Strength Gem with 26.5% dmg bonus
I then cast Slow Time: Time Warp for another 10% dmg bonus
The fact that each subsequent bonus adds to previous ones within the same set of parenthesis is what I mean when I say a buff is addtive, as opposed to a strictly multiplicative bonus like Bane of the Trapped or Audacity that always increases your actual damage dealt by the exact % listed on their tooltips. And group-wide debuffs on mobs that cause them to take more damage, such as the ones I listed in my other post are definitely additive in the same group as the above tested buffs using the sense of the word I just described.