- shocknova
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Member for 10 years, 3 months, and 7 days
Last active Sat, Mar, 26 2016 18:10:46
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Blue_Falcon34 posted a message on Deletion of seasonal items on accident.Hello, Idk if im the only one who is mentally challenged and accidentally hit the delete button on accident when i was transferring my seasonal stuff to non season. I also understand thats my own fault but I would think it would be a nice addition next season to ask for a verification. Kind of like when you salvage items. Just incase any one, like me, makes a huge error. If anyone else has any other ideas throw them in. ThanksPosted in: Diablo III General Discussion -
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Bagstone posted a message on Moment Of SilencePosted in: Diablo III General DiscussionLocked because nothing constructive to see here.
@OP: The monk is one of the most powerful (if not *the* most powerful) classes at the moment, if you disagree then play something different but stop making such posts/threads.
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Jamoose posted a message on Moment Of SilencePosted in: Diablo III General Discussion -
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sweeperd3 posted a message on Big Rabid Zombie Dog Sycophants Build. Rabid Dog Killing T6 Ghom 7 secs (videos).Posted in: Witch Doctor: The Mbwiru Eikura
Yes Pierce the Veil will increase the damage of all pets.Quote from sepercrodPierce the Veil increases sheet dps, but does it actually increase the dps of pets in this build? -
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OraK posted a message on "Angry Chicken 2.0" - The Best, Fastest, Funniest build for bounties on T1(70)!!Hello guys i'm OraK from ZE clan (EU), first time i share something on this forum i hope you will enjoy this build because it's so funny to playPosted in: Witch Doctor: The Mbwiru Eikura
Angry Chicken 2.0 is a physical damage build which is supposed to be the most efficient build to do bounties on lower Torments and get horadric caches faster! I have been trying a lot of builds like Jade, Fire, Pets or just even Locust+Creeping Death and trust me nothing is faster than this one!
I called it 2.0 because, in Diablo Vanilla, it was already used to go faster on low MP but not to kill mobs! Now it’s different, it’s an evolution thanks to CDR!
As I said it's a combination of Cooldown Reduction and skills for movement speed (Hex Angry Chicken, Spirit Walk Jaunt and Horrify Stalker)! I also use Fetishes for Elites and Dogs to reduce damage taken (the chicken suffers dmg when hit! It’s not untouchable) thanks to my Uhkapian Serpent. Dogs + mojo is not important, i just was lucky in getting CDR+%Fetish Army... Thing of the Deep is very good too if combined with Grave Injustice.
Here is a video of a short bounty just to show how it works and my armory (at the end):
https://www.youtube.com/watch?v=wL_L-YhrLEM
Skills setup:
http://eu.battle.net/d3/en/calculator/witch-doctor#lYiUXP!TWYa!bbbaZb
There is also a nice variation using Tribal Rites instead of Jungle Fortitude if you don't want to put CDR onto an item (thx to the user PhDeath for remembering it to me, so many things to say i forgot this ^^)
Items:
In the video i have around 54% CDR thx to Helm, Gloves, Shoulders, Mojo, Born's set, Captains Crimson’s bonus set! Don't forget to use some Pick up radius, Grave Injustice and %Physical damage (Doombringer, amulet, bracers) + %Fetish Army (shoulders, mojo)!
My extra items are Uhkapian Serpent (for dmg reduction + zombie dogs life link), amulet Haunt of Vaxo (i have around 4% Stun on Hit) and Strongarm Bracers to proc their effect with Piranhado and blow up everything!
It's not so hard to make it, you just need to craft 4 set pieces and have some gear with CDR (i recommend not to change a lot from my gear, Grin Reaper, Strongarm in particular)
I hope you guys enjoyed your time reading about this extreme cdr Angry Chicken build and i hope some of you will try it ^^ I know it's not a T6 OP build, but efficiency is part of the game and fast horadric caches too.
Cya in game, hf all -
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fireattack posted a message on PSA: Pirhanado does NOT proc Strongarm Bracers secondary effectYeah I just confirmed what I said againPosted in: Witch Doctor: The Mbwiru Eikura
Gears used:
Character has base DPH 2-3, with +36min ring, it becomes a static 38. And I have int of 424, so my original DPH is
38*(1+424/100)=199.12
I use Poison Dart (no rune) to test. The dmg is 185% weapon damage.
So my DPH (when no crit) should be: 199.12*1.85=368.372 round to 368:
Now with Piranhado and SB: Piranhado +15% dmg taken, my SB +29%. it's +44% in total (remember, additive! if you have +xx% Poison Dart dmg affix, it's additive to this number as well. I have tested it too before).
368.372*1.44=530.45568~=530:
BUT as I said before, if you didn't pull the mobs by a distance with the Piranhado the SB's effect won't proc, which results in just 15% dmg increasing:
368.372*1.15=423.6278~=424:
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Jaetch posted a message on Two-Week Progress Report: Solo Torment VI Nephalem RiftTwo-week mark, so here's more or less my progress report.Posted in: Wizard: The Ancient Repositories
The video is my first attempt to solo through a T6 Rift. Last time I tried on T5, but ended up with a bunch of bugged out ghost elites, so I stopped right there. This time at least there were no crazy ghosts so I managed to clear content all the way to the Rift Guardian without dying, but ended up dying to the Guardian three times because it was paired with an elite at the same time That and some cockiness on my part (see attempting to facetank mobs, Frozen Pulse, Guardian, elite, everything, and HP melting). I probably would've died a few more times at least had there been more crazy combinations of multiple elite packs. If not dying, then kiting for a whole lot longer. Group play will definitely go much smoother than soloing, for sure.
Build: http://us.battle.net/d3/en/calculator/wizard#UeYjSO!ZcSR!Ycbacc
Yep, no Teleport nor Black Hole. Asking for trouble, I know.
No bugged items, no exploits, no potentially unintended combinations of items going on (e.g. Unity on you and your follower + follower invulnerability legendary, infinite resources Pride's Fall bug, etc.), no gear swapping... nothing fishy going on.
Gear highlights, self-buffed with Enchantress - Tal Rasha's 4-piece bonus
- 1.4M+ sheet DPS
- 1.68 APS, 60%+ crit chance, 400%+ crit damage
- 16% arcane bonus, 28% Arcane Torrent bonus
- 8K+ regeneration, 3K+ life on hit, 12K+ life after kill, 85K+ globes bonus
- 2800+ average resistances, 8800+ armor
- 12.5% range damage reduction, 34% melee damage reduction, 15% elite damage reduction
- 4 APoC, 10% RCR
T6 Bounty runs are a lot more manageable given their predictability. T6 Rifts, on the other hand... right now they make for a good challenge to see how well you geared yourself (or how poorly you geared yourself).
Many of us, including me, thought Torment VI would be completely untouchable for a month after launch, but there more and more are wizards out there already capable of soloing T6 Rifts without dying every 30 seconds or taking 5 minutes kiting all over the place to kill each elite pack.
...Eh, actually now that I think about it, I haven't seen people do T6 per se, just words and stories getting thrown around. The few videos I did see so far are either party runs or solo with bugged/exploity item combinations. But hey, that's why I uploaded a video, completely uncut.
For the veterans who've stuck with the game since pre-nerf original Inferno in May-June 2012, playing T6 right now is somewhat reminiscent of those days, meaning in due time, some of us may end up farming it more and more effectively and efficiently. Right now it's basically just a "for fun, challenge yourself" game mode.
Regarding one day potentially facerolling T6... I personally don't really like that. I'd prefer to have at least one difficulty that's absurd enough that no one will ever be able to farm it efficiently even with 100% perfect rolls across the board for all 13 items. But, oh, well.
Cross-posted from the official wizard forum -
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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/. - To post a comment, please login or register a new account.
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totally not worth it.
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