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    posted a message on 1.0.8 PTR - Best Zone in the Game 270-300Mil xp/hr! [[changed]]
    Quote from ogeishere

    Quote from TheRabidDeer

    How worth it would it be to grab elite kills from like... VoA for NV?

    I don't think it would be too beneficial - only because the best way to farm this is on mp10 and ignore elites completely because they slow you right down. I would say if you had ELITE gear it would definitely worth a look to get the 5 stacks

    That's definitely how it works right now, but keep in mind that the NV bonus to exp mechanics has been reworked in 1.0.8; it is now multiplicative instead of simply additive.

    What this means is that (with all the standard bonuses of hellfire on self and follower and 31% ruby in helm), on MP10 running on NV0 vs NV5 would mean a difference of 683% vs 1195%.. almost double.

    So I guess what this means (roughly speaking) is that if more than half the time of your run is spent getting that 5 NV, it's not worth it, but if it's say a quarter of your time, then that's time well spent - you don't really need elite gear for this.

    Also the new NV mechanics result in running MP6 at full NV (679%) being comparable to running MP10 with none, so something to consider if you're not breezing through MP10 yet

    Edit: The formula used is the one here:

    Originally Posted by Lylirra (Blue Tracker / Official Forums)

    [ 100%(base) + bonus from MP + helm ruby + ring] * [1 + Up to 0.75 from NV + Up to 0.30 for multiplayer]
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Improving Rune System
    Quote from Cacerola

    I suggest bringing the old nova back, being the base damage physical with a chance to knockback targets.

    This sounds too much like the current Wave of Force.

    Excellent ideas across the board at any rate. I especially like the suggestions to Ray of Frost.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Anyone looking forward to the changes?
    Quote from Ducha

    Is anyone actually looking forward to the different PvP system they're putting in? Because I am!

    I like that they're going for something different to the whole arena style PvP. It looked like great fun at Blizzcon, but it just seemed like the easy way of dealing with PvP (let's just chuck an arena in there, that will make them happy!). It will be interesting what they come up with :)

    I pretty iffy on dueling being brought back, but only because of how the classes are at the moment (that's assuming they won't change the classes with or before the patch). Buuuut I won't lose any sleep over it!

    And please, let's try and not turn this into a "blizzard isn't what they used to be" discussion.

    I'm interested in what they come up with as far as "PvP with PvE elements and rewards" are concerned.

    The different modes might also encourage the use of certain skills that are denied currency due to the present fast-paced, always-on-the-move nature of the game, for example Monk's inner sanctuary and Barb's earthquake in capture the flag scenarios.
    Posted in: PvP Discussion
  • 0

    posted a message on I fear Monk's status in PvP.
    Quote from Huminator

    Yeah monks will be so weak in pvp. I mean Serenity and Seven sided strikes, so trash?

    "insert sarcasm here"

    well, this thread was made before the game was released.. not sure why the "second wind" out of the blue
    Posted in: PvP Discussion
  • 0

    posted a message on which mass confusion rune is best?
    Quote from jungle_woman

    is stacking tribal rights and unstable realm overkill?

    that's up to your playstyle really, but fyi the legendary ceremonial knife Last Breath has a 15s cooldown reduction for Mass Confusion (effectively the same as unstable realm) so you can consider getting one.
    Posted in: Witch Doctor: The Mbwiru Eikura
  • 0

    posted a message on excuse my ignorance. what is a 'black weapon'
    Quote from Robb_Stark

    Excuse my ignorance but I often hear black weapon in the wiz forums. could someone tell me what exactly it is?

    I'm actually a DH but since I hit plvl 100 I'm thinking of making a wiz so I was hoping someone would clarify this for me.

    A black weapon is one that has only "white" damage i.e. does not have any +elemental damage, for example Echoing Fury's

    The relevance of this is for damage from +% elemental damage properties on items, which only scale from the "white" damage on items
    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on Restored Items in TW Region Now BoA, Revised Fan Made Battle.net Screens, Blue Posts, Poll: Favourite Act IV Environment, HotS B
    Quote from Arqentum

    'community' will roar against soulbind items. soulbind-for-n-hours change wil come soonish

    unfortunately I don't see account bound for a limited time being a solution - for the TW market at least, since the main problem lies with commodities, especially gems.

    Currently on the TW server, radiant stars are only about 2-3 mil, about the same price as flawless stars(!)
    Posted in: News & Announcements
  • 2

    posted a message on MP4-MP5 is the MOST EFFICIENT way to loot
    Quote from nuhertz

    Assumptions:

    You do the same amount of damage in all MP levels.
    You can handle the incoming damage in all MP levels.
    Length of runs are directly correlated to Monster Health.

    I think MP4 or MP5 is the sweet spot.

    When you take the increase in health, and divide it by the bonuses you get with each MP, MP4 and MP5 get roughly the best bonuses. After that, the health of the monsters scales up far more than the additional bonuses.

    Sorry, not quite sure what you're getting at here. The increase in health is a multiplied percentage bonus i.e. HP' = HP*Bonus/100 whereas the other bonuses you mention are an additive/added percentage bonus i.e. MF' = MF + Bonus; Items' = Items*(1+BonusItem/100)

    I believe an apt formula for loot efficiency comparison (with your assumptions) would be
    [(1+BonusItem/100)(1+(BaseMF+BonusMF)/100)/(BonusHealth/100)]

    In which case you'd see the following (MF = 0 and 300 resp.):
    MP Level MP0 MP1 MP2 MP3 MP4 MP5 MP6 MP7 MP8 MP9 MP10
    Efficiency 1 0.84 0.72 0.63 0.55 0.48 0.41 0.35 0.29 0.24 0.204
    Efficiency 4 2.86 2.16 1.7 1.38 1.12 0.9 0.73 0.58 0.47 0.378

    which shows diminishing returns in efficiency for higher MP's.

    The only way in which higher MP's would be better for loot and xp in terms of efficiency are when your damage is high enough that your kill rate no longer scales with monster health (i.e. you one shot all mobs)

    Edit: Clarity
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Are MP0 speed runs terrible for loot?
    Quote from Striker1683

    Quote from Loroese

    In case my previous post wasn't clear, based on staticstics there are no inflection points for legendaries. The increased drop rate is linear with increasing MF.

    Nope - wasn't quite clear. Have you read section 6.3 of the "Magic Find and its efficiency: A statistical insight" post on this site? The chart there does not look linear to me. It looks like increased MF increases your chances of finding a legendary exponentially.

    Are you sure you read that section right? From the post:


    This section is based on the following assumptions:

    The base drop chance of legendary items is equal for all drop-slots and can be explained by the formula [ Y = 1/1000 * (1 + MF/100) ] for various MF levels (Y = nominal drop chance).

    That relationship seems pretty linear to me..
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Skill Proc Coefficients [Complete List]
    very nicely done, though I do have one question: how are indirect skill effects (tornadoes from monk's sweeping wind - cyclone, lightning bolts from wizard's storm armor - SA, smaller tornadoes from barb's whirlwind - dust devils etc.) factored in?
    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on 10 posts for URL an obsolete system?
    Quote from DerPeri

    Quote from Squishy_Tia

    I continually get the error regarding this 10 post system when I'm not even posting any URLs in my message bodies. I'd say this system is getting a whole lot of false positives. It's hard to reach ten posts when the system mistakenly refuses to let you post even if you aren't doing something the system is supposed to block.

    Edit: Holy crap, this is the first post that's worked in two weeks. Yay.

    you probably were using smilies in those other posts .. those are considered URLs []

    So that's what it was! You know, someone should really look into changing this. It poses a rather unreasonable hindrance to new posters, not a good thing for community growth
    Posted in: Site Feedback
  • 0

    posted a message on Monster Power Bonus Damage Reduced in Inferno
    Just some indication of what the "bug" might be:

    So, to bring monster damage back in line with our original goals for the system, we're implementing a hotfix that will reduce the scaling bonus to monster damage in Inferno difficulty by approximately 25% for all Monster Power levels.

    From the developer journal:
    As it happens, we’re going to reduce all damage in Inferno by at least 25%.



    Edit: For clarity
    Posted in: News & Announcements
  • 0

    posted a message on Developer Journal: Crowd Control Changes
    If two players are in a co-op game, the order in which they apply their stuns doesn't generally matter

    Modified Example 4:

    Scenario 1

    Player 1 applies a 1 second stun, it lasts 1 second. Monster has 10% CC resistance.
    Player 2 applies a 6 second stun 1 second after the end of the Player 1 stun (10% CC wears off), it lasts 6 seconds. Monster now has 60% CC resistance.
    Total duration of CC:7 seconds

    Scenario 2
    Player 1 applies a 6 second stun, it lasts 6 seconds. Monster now has 60% CC resistance.
    Player 2 applies a 1 second stun 1 second after the end of the Player 1 stun (monster now has 50% CC resistance), it lasts 0.5 seconds. Monster now has 55% CC resistance.
    Total 6.5 seconds

    The difference is 0.5 seconds, which could potentially mean the difference between life and death. Thoughts?
    Posted in: News & Announcements
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