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    posted a message on Last Chance Contest: Win 2 BlizzCon Tickets!
    Very excited about loot 2.0!
    Posted in: News & Announcements
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    posted a message on DPS calculator that counts % Spell Class damage?
    With all the new legendaries in 1.0.4, DPS based on spell class has become an issue. I know there are several very good DPS calculators already out there, however I was wondering if any are able to compare two items, one with % spell class damage (e.g. poison, lightning, arcane) and other with crit chance. Obviously this is spec based since if you're not using any spells of that class the extra % damage is useless, but it'd be nice to see the change.

    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.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Paragon lvl 100 Hardcore
    Anyone insane enough to try this?
    Posted in: Diablo III General Discussion
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    posted a message on 1.0.4 Developer Blog - Legendaries, Starter Edition Now Available, Patch 1.0.4 Information, Blue Posts
    Quote from phuzi0n

    Drop rates are fine, quality is not.

    ^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.
    Posted in: News & Announcements
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    posted a message on 1.0.4 Developer Blog - Legendaries, Starter Edition Now Available, Patch 1.0.4 Information, Blue Posts
    Quote from cw30000

    Quote from Therec

    Quote from Ruppgu

    One negative thing though.... that WD offhand is a COMPLETE miss. Do they really not understand the class that badly if they think that offhand is good? I hope someone else worked on the WD class changes if that's the case....

    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.

    This you miss the point of the game.

    The single most important mod in the game is damage, w/o damage, you cannot do anything. You can go on with little life/resist, but w/o little damage, you just cannot advance.

    A high 300 damage no mod offline is still better than a 50 dmg with killer mods offhand by a mile.

    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.
    Posted in: News & Announcements
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    posted a message on 1.0.4 Developer Blog - Legendaries, Starter Edition Now Available, Patch 1.0.4 Information, Blue Posts
    Quote from Ruppgu

    One negative thing though.... that WD offhand is a COMPLETE miss. Do they really not understand the class that badly if they think that offhand is good? I hope someone else worked on the WD class changes if that's the case....

    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.
    Posted in: News & Announcements
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    posted a message on Developer Blog - 1.0.4 Systems Preview
    The 75% across the board does not affect solo players at all, so stop confusing it as a solo nerf.

    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.
    Posted in: News & Announcements
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    posted a message on Possible New Magic Find System - "Levels of Excellence"
    Quote 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.
    Posted in: News & Announcements
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    posted a message on Hotfixes June 28th, Increased Drop Rates for High-End Items, Nephalem Valor Boss Change
    Quote from Greenjoke

    there's no reason to restrict yourself to one act or one specific route unless you don't have good gear

    do them all. you don't always have to do what's most efficient. do some different areas even if it's a bit less loot.

    I wish that were true, but for those of us who love playing the AH game, the most efficient route is always best.
    Posted in: News & Announcements
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    posted a message on Hotfixes June 28th, Increased Drop Rates for High-End Items, Nephalem Valor Boss Change
    So which is more efficient now for a person who has great gear? Act I with Warden and Butcher, or Act III with Cydaea and Azmodan? I have no problem with either, but Act III takes me longer due to the increased health pools.
    Posted in: News & Announcements
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    posted a message on No reason to send money to Battle.net Balance?
    Quote from Kisho

    Blizzard intend on allowing you to use battle.net balance for those things. Eventually. Give them some time.

    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.
    Posted in: Diablo III General Discussion
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    posted a message on No reason to send money to Battle.net Balance?
    You can't buy anything from the Blizzard store. You can't gift games for friends. You can't buy WoW subscription time. Am I missing something or is the Battle.net balance completely useless?(Guild/character transfers are not useful for 99% of the player base)
    Posted in: Diablo III General Discussion
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    posted a message on Thousands of Accounts Banned
    Quote from Aggressive

    Quote from Simca

    Throwing around the word "exploit" to describe manually swapping your magic find gear is just stupid.

    It's a completely obvious part of gameplay that has existed in D2 and D3. Whether or not it is a GOOD GAMEPLAY CONCEPT or whether it is FAIR IN CERTAIN SITUATIONS is entirely different, but it is never an exploit.

    I still hope they will do something about it. Like saying "Sorry guys, this do not work. You need MF gear the entire fight to benefit it."
    Some classes benefit this way of "playstyle" ALOT more than others *cough*ranged*cough* not to mention wizards or WD with their pets. "Then farm with some other class then!", hell no. Rather see a change than doing this boring type of playing.

    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.
    Posted in: News & Announcements
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    posted a message on Thousands of Accounts Banned
    Quote from Aggressive

    Quote from dd614

    Wait, you're saying it should be an exploit to put on MF gear right before a boss dies? You realize you're risking getting one shot most of the time when you put on MF gear that usually has horrible stats. That's about the worst explaination for something to be an exploit ever. If you call that an exploit, you need to call any gear swapping while in combat an exploit.

    Have you ever killed Diablo? You have like 20 seconds (or so) to change gear before he is really dead, and no risk at all to die. And that fight is what I meant from the very first post here. Dont just read my last post, you might miss the very first one. ;)
    And tbh, how retarded is it to open inventory, rightclick a few stuff and then give a killing-blow?
    If they want this a possibility, then make a quickswitch for it, not a retarded clicky-clicky-way from inventory.......

    And there are really nice MF gear out there, you just have to throw out gold to get them. Sure, you lose one stat, but gain MF.
    It's meant to be hard to get the really good stuff, not a skill of gearswapping for "you put on MF gear that usually has horrible stats".

    Kill Diablo with decent MF-gear, change one piece at a time, move slowly from none up to 100, 200...300 MF.
    You will get the good stuff sooner or later.

    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.
    Posted in: News & Announcements
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    posted a message on Patch 1.0.2c Today, Cheating in Diablo III, RMAH Reminder, Diablo III Effective Health Pool Calculator, Blue Posts, Creative Mac
    Quote from Zaelesis

    Quote from Therec

    Quote from Aggressive

    And what is cheating contra not cheating?
    Athene is farming inferno Diablo since many days back. Equipping MF gear at entrance, then dps gear, and when it dies, back on with MF gear.

    Unless you have perfect magic find gear, equipping it causes a severe loss in health, defense and damage. Not to mention having to spend the time to open your inventory and equip all your items as the boss fight continues. Doing it too early means death or a much longer fight. This makes the game more difficult and is nowhere near cheating.

    Is this intended by Blizzard? Probably not. However botting, altering the client, buying gold all makes the game easier with no effort from the player. Gear swapping does not.
    I think the issue there is that the system calculates the loot when the boss actually dies, not when the player is just out of danger. Diablo, for instance, goes into that freak out phase at around 5% health, giving the player more then enough time to swap out the gear without actually being in any danger. This is something i believe blizzard should fix and have it calculate loot when that phase happens and not when the fight actually ends, that way there is a slight risk to swapping your gear out.

    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.
    Posted in: News & Announcements
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