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    posted a message on Is it even possible for act 3 to be >= act 2
    http://www.youtube.com/watch?v=xbOIDdfwziw
    finally fixed the lag issues with recording so i recorded the vota run i do, i just fixed the shakiness plugin i didn't notice they applied so they video should be better quality later.

    i'm nowhere near what i would consider the best diablo 3 player but as you can see in the video i don't really suck. thing is, in act 3 trash hits literally 5x as hard as they do in a2. same thing goes for elites. death in any of my farming zones requires at most a 10 second run back. dying in skycrown battlements? have fun running 983749587435 miles back to that shielding molten arcane vortex molok pack. what, a fast horde molten nightmarish tremor pack in the fields? yeah. have fun with that ;p
    Posted in: Theorycrafting and Analysis
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    posted a message on Inferno Monster DPS
    Have started a spreadsheet now. I'm just going to tank one for 1-2 minutes on vid and log the hits. Won't take me long at all to get act 2 done but I can't outregen things in act 3 I think, maybe. We'll see.

    Will transfer my results to a google spreadsheet and post when I have more data going.
    Posted in: Theorycrafting and Analysis
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    posted a message on Inferno Monster DPS
    I'd like (to find/make) a database with all monsters in act 2/3 inferno (including ponies) so I can know if it's even possible for me to move out of act 2 with my playstyle. I'm talking about their damage taking 0 mitigation into consideration.

    With this information we can setup a highly accurate time to live simulator, and can avoid over or undergearing for specific acts and farming routes.


    here's the spreadsheet link of current data
    https://docs.google....TGxJVklSUUdJM3c


    Anyone can help me add to this list, but I would only like people with equal all resistances to contribute to max/min hit. Monks helping me to get elemental damage is also very helpful as I've stacked fire and frankly some mobs damage is very ambiguous. The easiest way to find their min max is to calculate first:

    x =1-armor mitigation * 1-resistance mitigation
    if monk/barbarian *.7

    y= monster hit

    damage = y/x
    Posted in: Theorycrafting and Analysis
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    posted a message on D3Up.com - DPS/EHP/Build/Gear Calculator and Simulator
    http://d3up.com/b/3563

    good luck figuring out how to fix it though, i did the math myself and it doesn't go over 200k on paper yet i clearly hit 200k very often with 48% damage from overawe. speaking of mantra of conviction, a double checkbox including the passive damage bonus and the bonus from activating it would be nice.

    i can tell you that it hits 145% weapon damage. not that this matters for calculating for dps but it either hits 110% and 35% in seperate hits or sometimes it combines the 2 which is why i see higher numbers.

    762*19.79 =15003 (max base weapon damage based off mainhand sword)
    15003*1.45= 21754 (max base white hit without moc+tc)
    15003*1.45*4.84 =105296 max crit (base without moc+tc)
    105296*1.24 = 130567 (max crit with overawe passive)

    actually i think moc is why i'm getting the errors i'll have to try to figure that out in another test, but in case you didn't include this into the calc, fists of thunder has a 50% haste buff.
    Posted in: Theorycrafting and Analysis
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    posted a message on Things u can dodge that make Mantra of Evasion better than u thought
    you cant dodge disco lmfao.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on D3Up.com - DPS/EHP/Build/Gear Calculator and Simulator
    nice, the dps number on fists of thunder for monks is very broken though. i can crit over 200k with it, it's showing 53k as my max crit
    Posted in: Theorycrafting and Analysis
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    posted a message on Is it even possible for act 3 to be >= act 2
    Quote from MadViking

    My A3 run is quite similar (listed in the order I do it):
    Sewer 1 (leave after first pack)
    Black Canyon 3-5
    Howling Plateau 1-4 (always go down into Sirocco Caverns if it spawns)
    Singing Winds 3-8 (including Ruins/Temple of Idol)
    Alcarnus 1-2
    Ruined Cistern 1 (leave after first pack)
    Oasis 5-7 (including ruins)
    Vault of the Assasin 6-7
    Archives of Zoltan 5-8
    Zoltan Kulle

    I start my run at quest 8, Soulstone Chamber. In the above numbers I count goblins as 1 pack. If you count Zoltan Kulle as 2 packs (since he has 2 guarenteed rares) this run gives me on average 40 packs and takes about 45 minutes. An important part of making it fast is to not clean out the maps, as soon as you have done most of a map (and found a reasonable amount of packs) its time to move on. I also pick up very few items, for weapons only ilvl 62-63 (for 2handers only 63) and armors ilvl 61-63. I do a quick search on blues, picking up only stuff that sells fast, mainly high amounts of goldfind. All other stuff stays on the ground. I don't salvage anything, just vendor the crap rares. I use a WW/sprint barb with 10% MS boots. I die perhaps once every 2-3 runs, usually due to mistakes on my part (WWing in beams and having moltens explode on me etc). I don't skip any packs.

    Comparing to A3 I get a lot more drops doing A2 runs, but the quality is a lot worse also. The biggest difference is on weapons, as only ilvl 63 weapons sell for any meaningful amounts of gold. Only real advantage of A2 is that (due to much higher kill rate) I get a lot more plans. I'm not realy sure which is most effective, they seem to be about equal. I do both A2 and A3 runs for some variation. From time to time I also do ponies, but the only good way to do ponies is with full mf gear, which barbs are less good at (unless you have amazing gear).

    i noticed that you didn't mention desolate sands so i'm assuming you start the run in the vault. i use the belial quest since it lets you take leah and adria with you, and its not much but they do a little damage and keep elites engaged if you die (in outside maps that is)
    Posted in: Theorycrafting and Analysis
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    posted a message on Is it even possible for act 3 to be >= act 2
    bought a shield and tried act 3 since it's been like a month and a full gear upgrade since i last tried that. killed like 7 packs in keep depths and the bunker, went stonefort and died like 100 miles from checkpoint because i was under the impression tempest rush was fixed (it's not, shocking i know). rage logged for 2 days after that ;p

    yeah mixing it up is good.. but that just reminded me why i shelved the dh. dying to unavoidable mechanics far far away from the spawn point just completely ruins the fun for me for days, which tends to happen a lot in act 3 even with 98% damage reduction ;(

    it isn't so bad with a friend to res each other though i suppose.
    Posted in: Theorycrafting and Analysis
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    posted a message on Is it even possible for act 3 to be >= act 2
    according to the drop rate of 20% rare @ 5 nv with 100 mf

    at 25 packs/run in act 2,
    -12.64 i62 rares/hr
    -6.3 i63 rares/hr

    at 19 packs/run in act 3
    -9.5 i62 rares/hr
    -8 i63 rares/hr

    maybe i'm undervaluing i63 gear because weapons are the only thing noticeably better than i62s but i don't have good luck with those lol

    e: it looks like at 16 packs per 30 mins you get the same amount of i63s as act 2, with significantly less i62s. still, keep depths and barracks don't see worth it no matter what and i'm not familiar with the other areas.
    Posted in: Theorycrafting and Analysis
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    posted a message on Is it even possible for act 3 to be >= act 2
    22% move speed monk with 300k effective dps lazar. http://gyazo.com/0a9e85529e52a4b04c8cc74909889213 this is with enchantress


    Quote from Arthadas

    Act3
    all nubmers are aprox.
    keeps 1-2-3 dunno about 10-12packs
    barracks another 4-6
    another 6 for going to siegebreiker
    2-4 if you find a cave
    after siegebreiker:
    each level 1-3

    not a theorycrafter so i dont real pack numbers ! but pretty much same packs and you do runs in 45-1hour + more lvl 63 items.

    Pretty simple ! act3 better :) you are just not good geared thats all.
    pretty sure the range of packs in keep depths is 1-4 per level and each floor is HUGE, like as big as dalgur oasis but with the possibility of running into dead ends having to backtrack. based on the assumption that rares are 20% drop rate with 100 mf (including nv) i would have to kill 20 packs per 30 mins (15 packs with nv) for it to match. barracks is similar to depths in size and number of packs, again with the issue of backtracking.

    you listed about 25 packs in 45 mins to an hour which isn't even remotely close to the efficiency of act 2. i don't mean to sound rude or arrogant lol, and yeah i don't have gear to do act 3 like i do act 2 e.g. skipping all trash and never dying, but i'm not going to upgrade my gear if there's no point. whole point of this inquiry is if there's any specialized runs that can find and kill at least 20 packs in 30 minutes as that's about all i'd be willing to spend in a single sitting.
    Posted in: Theorycrafting and Analysis
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    posted a message on Is it even possible for act 3 to be >= act 2
    I have found the following route:
    -VOTA 6-9
    -Sewers 1-2
    -Black Canyon > peeking in the zone to the west for pack/event 1-6
    -Stinging winds 1-5
    -Alcarnus 1-2
    -Ruined cistern 1-2
    -Dalgur oasis 2-7
    -Ancient ruins 1-4
    -Path to oasis 0-1


    to yield 20-25 packs per 25-30 mins every run.

    This is roughly 40 packs per hour sitting on 5 stacks, which according to blizzard should yield 19 i62/i63 rares per hour (that's including guaranteed and I'm assuming 10% base rare drop rate for the other 3-4 items and including 100 mf for simplicity to double that).

    Is there a run in act 3 that is even close to that? I can't skip trash in a3 in my gear and frankly I don't see how it's possible to get enough stats to *never* die in act 3, on any class. Which back in my dh days I know is a very serious issue there since spawn points are usually many screens away from the pack which drastically cut efficiency.
    Posted in: Theorycrafting and Analysis
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    posted a message on Monster melee and ability damage values
    phasebeasts 100k-160k
    swift skull cleaver 150k-200k
    demonic tremor 150k-200k
    cow charge 300k-400k
    collosal fatass upperhand hit 300k-400k
    subjugators 250k-400k
    mallet lords 1m+

    phase beasts aren't even that bad
    Posted in: Theorycrafting and Analysis
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    posted a message on Monk LF NL Farming Parter(s) For Act 1/2 [US server]
    sent requests, still looking for some 100+ mfers
    Posted in: Looking For Group [NA]
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    posted a message on Monk LF NL Farming Parter(s) For Act 1/2 [US server]
    i agree only needing 16k hp is funny, since with my 95% mitigation means nothing in act 1 hits over 2k and nothing in a2 hits over 5k (besides belial). i tend to regen that pretty fast.. if my 40% dodge chance dont catch it... or just get half a ful heal from breath of heaven or a 75% heal from a potion.. or if sht gets rly srs i pop serenity

    ;p
    Posted in: Looking For Group [NA]
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    posted a message on Monk LF NL Farming Parter(s) For Act 1/2 [US server]
    thought i'd mention i live in central timezone but i don't really have any particular schedule i just get on all hours of day and or night
    Posted in: Looking For Group [NA]
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