- m80thewolf
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Member for 10 years, 7 months, and 24 days
Last active Mon, May, 1 2017 17:08:28
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Artemissed1268 posted a message on Green beams? Set items? Do they exist?Really. "why go through the hassle at all?" Because it's a fun game.; the moment it stops being fun, you need to put it down and do something else. You guys who play for 10 hours a day, I really hope you're having a good time, because you can't take your loot with you when you stop playing.Posted in: Diablo III General Discussion -
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Galiks posted a message on Legendary Drop Rate Modifiers Analysis - Rifting versus Non-Rifting, Equation Basis, and Magic Find ImplicationsGalice/Galiks here. Long-time WoW raider (US-Azgalor, now Kil'jaeden), former GM of Rehabilitation Clinic, etc... nerded some stuff out thought I'd share if it helps anyone out.Posted in: Theorycrafting and Analysis
---------------------------------------- Introduction
It seems obvious that higher difficulty levels are just not worth it as all Torment difficulties drop the same items, but supposedly at a different rate. The aim of this report is to provide a quantitative analysis of the drop rates for torment difficulties, and provide a recommendation in farming through comparing drop rates in and outside of rifts. Additionally, magic find (MF) will be factored into the consideration as an extra factor.
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2. Equation Basis
http://us.battle.net/d3/en/forum/topic/12413271220?page=13#241 This is 1.15^N as confirmed in this blue post, where N = torment difficulty level.
This was edited. Before there was an equation here that I had manipulated and used this as another reference as comparison to the 1.15^N in case either were right, but alas, 1.15^N was confirmed 3 days ago after I had done any work so only that will be shown. If for whatever reason the previous equation that was here that linked known monster health percent versus difficulty (which also can be thought of as increasing time to kill a mob - a logical way to warrant a drop rate increase), and the blue is just agreeing to release a critical piece of information that has never been released before so whimsically, then that information is no longer public. Your standard 1.15^N formula is shown, as was all along before alongside a separate approach. Nonetheless, the two were similar.
Everything taken into consideration is just looking at the legendary drop rate factor increase for varying parameters. It is in no way explaining the most effective place to farm, as that is left up to the player skill level, gear, speed in clearing, and density/type of monsters/chests in your exclusive rift or outside location. Under the assumption that there is no clear choice/multiple options, these graphs can help lead you in a certain direction.
3. Rifting versus Non-Rifting and Magic Find
Using these values, one can make a comparison against the legendary drop rate factor inside a rift (1.25x multiplier) versus outside of a rift. As one can see below, certain points can be made.
- Torment 1 rifting is slightly worse than drop rates from Torment 3 non-rifting.
- Torment 2 rifting is slightly worse than Torment 4 non-rifting.
- Torment 3 rifting is between Torment 4/Torment 5 non-rifting.
- Torment 4 rifting is near Torment 6 non-rifting
The question of magic find (MF) and its effectiveness in Reaper of Souls usually ends with 'MF NOT WORTH IT!' Below shows varying MF inside of a rift (assuming MF is multiplicative and legendaries receive 10% of their MF towards legendary drop rates [i.e. 150 MF contributes to 15%] i.e. 1.15*1.25*base_torment_droprate). The plot is shown below.
- Wearing no MF inside a Torment 2 rift is slightly less than Torment 4 farming outside of a rift
- Wearing 50 MF inside a Torment 2 rift is equivalent to Torment 4 farming outside of a rift
- Wearing 150 MF inside a Torment 2 rift is slightly less than Torment 5 farming outside of a rift
- Wearing 300 MF inside a Torment 2 rift is almost equivalent to Torment 6 farming outside of a rift
Therefore, as a recommendation for actual possible MF values (Nagelring 50%, Topaz in helm 41%, Cain's set 50%), we can say that for 150 MF farming a Torment 3 rift, we are about the same as Torment 6 outside of rifts. Since Torment 3 speed runs with 150 MF seem much more plausible with the current player/state of the game, this seems to grant the biggest bang for the buck if done consistently and at a proper pace. Comparisons for outside of rift for varying MF are omitted as most interest will likely fall upon the inside-rift scenario due to the 1.25x multiplier (which inherently acts like 250 MF as legendaries receive 10% of the MF value). Nonetheless, other conclusions can be drawn, and these graphs can be used to quantify other questions for varying player skill levels and character capabilities. Choices should be made based upon your own capabilities to optimize speed, location (possible dense area of chests outside rifts), and individual skill.
Battletag is Galice#1533 for questions/inquiries. Galice/Galiks/Galrosh @US-Kil'jaeden (retired for now) Feel free to join my diablo clan <Arch Druid> for a feisty environment and anyone looking for a full-clear heroic WoW guild check out http://www.archdruidguild.com/. -
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shaggy posted a message on How long until Blizzard fixes people "cheesing" normal mode?Posted in: Diablo III General Discussion
And, by your definition, playing any difficulty other than what YOU have prescribed is "invalid."Quote from Finder
By their definition, running a bot or hacking your character is just another valid "Play style".
God complex much?
I suck and I play Master. No Normal for me. No Torment for me yet, but soon. Who gives a fuck? If people really want to sacrifice the Torment-specific items just to get more of the other items why does it bother you so much? They *are* making a tradeoff, you know.
It's really telling that you'd equate running Normal with botting, though. No one here is trying to defend botting because that's clearly against the ToS and EULA. I would hope that the ToS and EULA don't dictate what difficulty any person chooses to play on though. That's way too big brother for me. -
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dephness posted a message on COTA World Record by Quantum Warriors: 4.600.032.586 XP PER HOURhahaha world record? how does this even matter lolPosted in: Diablo III General Discussion -
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Bagstone posted a message on torment slider and magic findI added exactly this yesterday to the FAQ.Posted in: Diablo III General Discussion
http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/82430-2-0-1-frequently-asked-questions-and-transition-to#legdrops
With blue post source, check it out. -
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shaggy posted a message on The Future of Diablo 3Posted in: Diablo III General Discussion
But I can because I have working knowledge of how databases and code work. There are only a handful of ways for them to (reasonably) assign XP to monsters:Quote from Shurgosa
And you cant claim that the Iskatu fix was super easy to pin down in 1 hour for the new guy while the 2 handed weapon bug could easily take 10 hours.
A table - either a separate table or a field in the monsters table
A default value + exclusion list - all monsters either use the default value or some override, which is contained in a separate table
To change a monster's XP value in either of these scenarios would take a newbie at Blizzard no more than 5 minutes. Period. It would take even less time if they have a GUI "editor" to use where they just load up the shadow vermin for Iskatu and edit the "experience" field and let the program handle any database updates that are necessary.
To fix two-handers, though, they have to take all the existing data and figure out WHAT is causing the bug. That is a very vague thing, as anyone who has worked with code knows. Something like that could take an hour. It could take three days. And we're only talking about finding the SOURCE of the problem, not implementing the actual fix.
Then there is testing. It's very quick and easy to run Iskatu 20 times and see that the spawn aren't granting XP. It's much more time-consuming to get the game to drop 200 2h weapons to make sure that the whole of the bug has been rooted out and everything is rolling properly. Because, God forbid they only fixed 90% of the bug, they'd have people like you up their asses again telling them how "fail" they are because they can't properly fix something the first time.
Anyone with a basic understanding of modern computer systems would comprehend why the Iskatu fix was so fast but why the 2h weapon fix is slower. If you don't have that requisite knowledge, you shouldn't be critiquing, because frankly it's ignorant. Even without that knowledge, continuing to beat down that door is not only pedantic but childish.
If the order in which they fix things is up on your list of "things Blizzard does wrong" then it's clear that they're not doing that much wrong because that's arguably one of the most minor gripes that I've never heard about any game in the history of games. OH GOD BLIZZARD IS PATCHING THINGS IN THE WRONG ORDER.... LET'S ALL SIT AROUND AND WATCH SAD MOVIES AND CRY ABOUT OUR EX-BOYFRIENDS! Do you realize how juvenile that sounds? You come off as such an entitled 15-year-old girl who thinks the entire world revolves around their personal wants and desires and that there aren't, literally, billions of other people out there and that not everything goes their way every time.
They don't want major XP exploits in the game. They've prioritized that higher than you think it should be prioritized. Deal with it. No amount of whining on the forums is ever going to change that because almost every company is going to prioritize fixing potentially-exploitable things over minor inconveniences. If 2hers are "broken" for the month leading to RoS, does it really impact your enjoyment of the game? If you answer "yes" to that then you really need to take a step back and a couple deep breaths because you're wound way too tight.
EDIT
And on top of ALL of that, there's the fact that they couldn't fix itemization without some kind of "reset." They were wise to realize this (the current game is a good example - it's very difficult to replace top-end weapons, gloves, amulets, belts, and pants at level 60) and tie the big itemization fix to the expansion that increases the level cap instead of rushing things in and then realizing that anyone who had acquired OP gear before the patch was going to use it over all the revamped items until they raised the level cap.
That alone pokes holes in the idea that they could have or should have fixed this "sooner." -
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shaggy posted a message on The Future of Diablo 3Posted in: Diablo III General Discussion
I'm not scoffing at it.Quote from Shurgosa
I'm not going to scoff at hundreds of thousands of pages of creative outpour on the forums of the internet just because its not from a "professional corporation". Especially when the ideas discussed are more intriguing than what's currently in game.
I'm just not deifying people with some time on their hands and photoshop. Most of the ideas, even in this video, are mediocre, at best, and really wouldn't add that much to the game for most people and that's the major problem. Just because some guy on the internet wants <feature> doesn't mean it will ever get implemented because it needs to be something that's good for the game, as a whole. And most of the suggestions are from a "I want this" perspective. Even if a couple hundred people get behind the idea, that's still a terrible minority.
Blizzard isn't making this game for a couple hundred, or even a couple thousand people. When they make changes they're trying to make changes for ALL of us - and that's one of the reasons that PvP constantly stalls. Even though PvP is quite popular, there are still loads of people who simply don't give a rat's ass about it. So why is that going to be high on their list of things to waste time on? Why not give us adventure mode, bounties, rifts, gambling, etc. that all people can enjoy?
Most player feedback misses the "big picture" and that's why there are hundreds of thousands of good ideas... that still miss the point. And that's why they're just ideas. Ideas aren't even a dime a dozen. They're probably not even a dime per 50,000 at this point. It's not difficult to have an idea and post it on a forums with a snarky "if I can think of this then why can't Blizzard LULZ DEY BAD!" attitude. That's the easy part.
Ultimately this stems directly from the fact that Blizzard DOES listen to the community. After almost a decade of them listening to the playerbase with WoW, it's ginned up some ridiculous expectations with some players that anything that anybody suggests must be implemented immediately. It just doesn't work that way. Good ideas are fine, but a very select few of them will actually be right for the game.
And it almost certainly *is* a priority fix. You just also assume that fixing Iskatu takes the same amount of time as fixing 2h weapons and/or that they cannot work on them in parallel.
I'm going to give you a hint here. When they clearly can see the bug/issue (shadow spawn on Iskatu giving XP) it's a lot easier to fix than when they have to figure out why a particular bug, which may or may not be easy to recreate, is happening.
They could set a green thumb junior programmer to fixing the Iskatu issue and it would almost certainly take less than an hour to set the flag for those monsters that they don't give XP, test it, and have it ready to be rolled into a hotfix. I can see a scenario where they take 10+ hours just to figure out exactly why 2hers aren't rolling properly. They're just not comparable. Most of the work in computer programming, as it pertains to fixing bugs, is spent actually figuring out what the bug is and not necessarily fixing it.
When you have an issue where the fix is very easy to spot (flagging the summoned minions in the Iskatu encounter not to give XP) you tend to stick someone on it for an hour, get it fixed, get it off the "to do list" and move on. Why? Because once it's ready they can hotfix it in the next day, so knocking out the "quick fixes" is relevant and important. -
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Cameo888 posted a message on Express Free Uber MP10Posted in: Looking For Group [NA]I have been doing many Uber Carries for the past 12 months and even more often after hitting Paragon 1000. This is my thread in D3 Forum. Just add me, bring your machines and we will get it done.
Cameo#6595
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shaggy posted a message on Class Restricted LootPosted in: Diablo III General DiscussionQuote from Zero(pS)
I understand the reason for that kind of change (if it is the way we assume), but this is another huge hit to people who enjoy playing multiple classes (like me).
When playing with my strongest character, I won't find as many upgrades to my other chars, and I will probably never even play those weaker characters because of how bad it is farming with them (much less efficient than using my main).
This kind of change really worries me as to how far the dev team is willing to go to hold people's hands and make them feel good about themselves.
This worries me more than BoA, actually.
If I switch from <main toon> to <other toon> that means, for all intents and purposes, I have to start all over again. Ultimately that means I might play the other toons casually, but I will never have any kind of serious investment in them because I'm NOT going to replay the item hunt with every toon I've rolled. It's too much busy work.
A major part of the fun in this game for people (which started with D2) is finding an item and twinking with it. Having a game where smart drops take over and you aren't finding twink items is just killing off another aspect of the game that people find enjoyable.
Instead of "smart drops" we need items to be of quality, regardless of what class they are for. We don't need 75%+ of the items that drop to be locked by primary stat to the class that we're currently on. There are six classes in the game for a reason. There are twelve character slots in the game for a reason.
The problem with "smart drops" is that they are increasingly treating each character like an individual entity, and not treating the whole account like an individual entity. Why do we even have a shared stash when there is precious little to share? Why are items BoA when they may as well be BoP due to changes like this?
Achievements, stash, crafters, battletags, clans... all account-wide. Why aren't items being treated in the same manner? Why isn't the ACCOUNT the basic unit for items? I know it's not safe to assume that everyone has one of every class, but it's equally dangerous to assume that everyone has just one character and even more dangerous to assume that people don't want to find loot that doesn't correspond exactly to the class they're currently playing.
In all seriousness, how many of you are going to re-boot the item hunt once per character? I know I won't, and I worry that this is just another change that is putting a pre-defined shelf life on the game due to designed TEDIUM. Farming Torment 3 on your WD? Swap to your DH and you're stuck in Master because you don't find gear to give the DH. Is that REALLY going to be an engaging thing for you? For me, it almost certainly means "play one toon til you're done then hang it up" and that is pretty nonsensical given that twinking out alts has definitely been a big part of Diablo for lots and lots of players.
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Zero(pS) posted a message on Class Restricted LootI understand the reason for that kind of change (if it is the way we assume), but this is another huge hit to people who enjoy playing multiple classes (like me). When playing with my strongest character, I won't find as many upgrades to my other chars, and I will probably never even play those weaker characters because of how bad it is farming with them (much less efficient than using my main). This kind of change really worries me as to how far the dev team is willing to go to hold people's hands and make them feel good about themselves.Posted in: Diablo III General Discussion - To post a comment, please login or register a new account.
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http://youtu.be/HSdbjgYBhSg
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"The RMAH Destroyed Diablo 3 for me and I Told You So"
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I agree and look forward to it. There is one minor problem(if you can even call it that) which is once you've reached the paragon level required to max every category.