- Therec
- Registered User
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Member for 11 years, 10 months, and 17 days
Last active Thu, Sep, 27 2012 10:14:57
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- 89 Total Posts
- 2 Thanks
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Oct 30, 2013Therec posted a message on Last Chance Contest: Win 2 BlizzCon Tickets!Very excited about loot 2.0!Posted in: News
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Aug 10, 2012Therec posted a message on Possible New Magic Find System - "Levels of Excellence"Posted in: NewsQuote from Formoor1986
for each +100% mf you will get a specific boost, for instance:
100% mf = +10% movement speed,
200% mf = +10% reduced damage
300% mf = +10% damage
I'd be ok with that, as long as 400% mf gave me a guaranteed lvl 63 on every elite pack/boss kill. -
Jun 8, 2012Therec posted a message on Trading Forum Changes, Commodity Sales Return, Disparity Between Melee and Ranged, Blue PostsOh no Blizzard is increasing the range on mortar, how will I ever dodge it now. Oh wait, i'll take 2 steps in any direction to not get hit. All this means is I can't stand still across the screen during group play.Posted in: News
Sure the game is tougher for undergeared melee than it is undergeared range. However when both melee and ranged classes have good gear, survivability swings highly in melee's favor. -
Jun 6, 2012Therec posted a message on Patch 1.0.3 PreviewPosted in: News
I think he meant attacks per second, but still funny -
Jun 6, 2012Therec posted a message on Patch 1.0.3 PreviewPosted in: NewsQuote from Phrayed
Both those mechanics are good ideas, but they aren't tweaked properly. Invulnerable Minions can at times be damn near next to impossible without kiting them for what seems like forever... and Reflects Damage can cause the same thing, where you have to kite thing around and wait for cooldowns/potion cooldowns.
I'd propose allowing shields/invunerable minions to not absorb projectiles, so that you can actually hit the non-shielded ones. As for reflect damage, either fix it so that it can't kill you directly (leave you at 1hp), companion damage has no effect on your health, and/or so that only a certain number of ticks of the reflect can happen every second (so that aoe doesn't kill you in less than a second). -
Jun 6, 2012Therec posted a message on Patch 1.0.3 PreviewThe changes to boss/elite drop rates as well as the fact that act 1 can now drop lvl 63 gear solidifies 5-stacking in Act 1 and then doing Whimsyshire as the most efficient way to get good gear.Posted in: News
This is of course assuming that they nerf the Treasure Goblin spawn point in Act II, if not then 4-man groups will be constantly camping that point. - To post a comment, please login or register a new account.
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TBH I'm not sure if this is even possible, perhaps if you assumed 90% uptime on spells it could be estimated, even if it wouldn't be shown in the dps number on the character sheet. I've just been looking at two pieces of gear, one with 7% lightning damage, and another with no lightning damage but an extra 1.5% crit. I assume since shock orb is my primary spell that the lightning damage is better, but it'd be nice to see by how much.
This would also apply to spell damage increases like 12% to magic missile, etc.
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^This, So far in about 200 hours /played I've had 33 legendary/set items drop. Sadly most were lvl 60 weapons that had 500dps or less. If you feel that the drop rate is way too low, get more MF.
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I know the point of the game, but that wasn't what I was arguing about. You can't expect a lvl 57 offhand to have 300 damage, they don't exist. My argument was against people complaining that the cooldown reductions were useless. With the WD changes coming in 1.0.4 it's not useless. However if you're level 60 obviously there are better legendaries out there since this one is only lvl 57.
Also, your last statement is false. You get an offhand with 10-50 damage, 150 int, and 8.5% crit, it's gonna beat a blue offhand with 100-300 damage by about 1500dps. The only item where raw damage is crucial is your main hand weapon.
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The point of that offhand is to help support a niche WD spec, just like the Barb weapon supports ranged barb spec and the Wizard weapon supports melee wizards, it's not supposed to be good for the majority of WDs.
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Currently in inferno, every player you add to your group increases monster health by 115%, so with 4 players monster health is increased by 345% in inferno.
In normal monster health is only increased by 75% for every additional player, so in normal with 4 players the monster health is increased by 225%.
With patch 1.0.4, even in inferno, monster health will only go up by 75% per player, allowing for a max of 225% increase in health no matter what difficulty you're playing on.
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I'd be ok with that, as long as 400% mf gave me a guaranteed lvl 63 on every elite pack/boss kill.
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I wish that were true, but for those of us who love playing the AH game, the most efficient route is always best.
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I'm sure they do, but for now it's not worth it until we get a confirmation that it will be updated in a reasonable amount of time. Why keep putting money into your balance in the hopes that blizzard will update it, when you can be guaranteed with Paypal that the money can be used for RL items?
Now on the other hand if you're one of those people who only use the RMAH for in-game items, with no intention of "cashing out", then the balance is just another currency like your gold. My question is this though, why not just stick to the gold AH? The prices there are much more reasonable then the $250 half the RMAH is going for.
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Kiting is boring, but it allows ranged to kill mobs with much worse gear than melee. How would you propose they fix this "imbalance"?
I understand that it sucks to be melee, but that's why they nerfed the group damage. Now you can sit back and swap MF gear while the ranged in your group finishes off the mobs. They may eventually fix gear swapping, but I'm guessing it's very low on the priority list. They'd also never be able to fix gear swapping on elite/champion packs. All you'd need to do is burn down the pack to 5%, purposely die, and run back and kill them with MF gear before the health resets.
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It was brought up on the previous post, but just make it so loot is determined when he changes phases at the 5%, rather than when he dies.
Swapping gear is a huge risk on elite/rare packs and normal bosses, but the few bosses (such as Diablo) that allow you to do it with no risk makes it seem like an exploit.
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I would have no objection if they did that. What I don't get is all the people complaining about swapping gear on elite packs or bosses that die instantly.