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Diablo III |OT2| Queues Rise. Servers Fall.

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It's pretty simple, honestly. +Damage adds directly to your Weapon so if you have a 44-52 Damage weapon (random values, hooray!), it now deals 47-58. This value is then multiplied by (1 + DEX/100) or 6.15 for you. This comes to around 323 AvgDmg.

Now, +23 DEX here insteads means you have that 44-52 Damage weapon with 538 DEX or a 6.38 multiplier. This comes to around 306 AvgDmg.

Edit: Basically, just think of it like this:

(Weapon Average Damage + Ring Damage) * (1 + Stat/100)

As Weapon Damage grows, that Ring Damage starts getting worth less and less even as your Stat grows. 1000 -> 1023 DEX on a weapon that hits for 500 is just better than 1000 DEX on a weapon that now hits for 504. Early game, +Damage is worth a lot for your total damage; late game, Stats are worth a lot.

thanks for this explaination. this finally makes sense to me! at what point do you think stats begin to make more of a difference to DPS? Lvl 30? 40?
 
Apparently they intend to post all the changes tomorrow.

I know, I'm just wondering why someone would say "pretty much every established build" will have to change given that we've only seen changes to three skills so far. Either I missed something or that is some seriously ridiculous hyperbole.
 
It's on the right if you are switching between chars. Only there you can see the playtime



No sorcercy. Like I said, I just rushed through normal with backup gear and Vault with the speed rune. Now I'm going to do what scy said and grind the Act I Wortham quest, then Azmo.

Btw I died to a wall, frozen pack in a small corridor :(.

Zoltun is really underrated as a mid-way point between Wortham and Azmo. He has a waypoint right outside his boss encounter and the entire encounter is really easy if you have a lot of DPS
 
thanks for this explaination. this finally makes sense to me! at what point do you think stats begin to make more of a difference to DPS? Lvl 30? 40?

It's not so much level itself as it is Weapon Damage. Around 100 Damage on your Weapons is when I'd start thinking more on Stats (e.g., +50 DEX means +50 Damage, a +3-6 Ring gives +45 at 1000 DEX). So, around Nightmare Act 2 or 3 is probably when you'll start generally seeing raw +Stats as upgrades over just +Damage stuff.
 
You can make so much easy money in the AH. Just got these for 2200:

Not OMG amazing, but definitely worth more than 2200.
Well, this is my mentality for selling stuff on the AH. Sell it for cheap, because what is the point in ripping anyone off? The item dropped, I've no use for it, and I got to have fun just playing the game.
 
The run itself doesn't, it's the Quest EXP that doesn't scale down when you outlevel it so it gives 44,800 x2 (x3-5 if you want to stretch it out with more characters).

It does scale down as your level goes down, however. I think a Level 1 character gets like 5k EXP from the Normal version of it?



It calculates it. I just give the formula to help visualize why it works that way. +3-6 should be less than +23% Damage, right?! But it's not that simple yet, really, not that complex either.
I think you stealth added some stuff to what I quoted? Either way thanks a lot, I understand now. In the middle of tower of the cursed.
 
Pretty obvious that Force Armor and Smoke Screen were going to get the nerf bat.

Stealth nerfs really suck though. Seriously, is it that hard to make a post about it? Making changes without telling anyone is really lame.
 
Just to mention it now (since it'll inevitably be changed I wager so might as well let GAF enjoy it!), people do know you can skip Acts, right? Player A joining Player B's game in Act 4 means that Player A is on that quest. It doesn't care if you actually did Acts 1-3.

Part of me thinks it may be intentional since you only have credit for that Quest you finish (or any others finished too). Still, it makes getting a character to Hell a lot less annoying when it's just "Beat Normal, Act 3 Boss runs to 25, beat Nightmare, Act 3 Boss runs to 50."

I think you stealth added some stuff to what I quoted? Either way thanks a lot, I understand now. In the middle of tower of the cursed.

Hah, I edit a lot :x I try to avoid double posting by editing and then the thread moves too fast for it to really work. Then I just post without checking and it's a dp. Bah!
 
So my internet is dead but I want to play with tethering my phone and using the data off it. But since I would be playing singleplayer I want to know if the game keeps using alot of the data while playing. I just want tobuse it to log in and stay in the single player, will that take alot of data while playing?
 
So my internet is dead but I want to play with tethering my phone and using the data off it. But since I would be playing singleplayer I want to know if the game keeps using alot of the data while playing. I just want tobuse it to log in and stay in the single player, will that take alot of data while playing?

As soon as your connection drops, so do you.
 
Part of me thinks it may be intentional since you only have credit for that Quest you finish (or any others finished too). Still, it makes getting a character to Hell a lot less annoying when it's just "Beat Normal, Act 3 Boss runs to 25, beat Nightmare, Act 3 Boss runs to 50."

Well I hope they fix that soon. Leveling is so easy. people should do it themself.
 
So my internet is dead but I want to play with tethering my phone and using the data off it. But since I would be playing singleplayer I want to know if the game keeps using alot of the data while playing. I just want tobuse it to log in and stay in the single player, will that take alot of data while playing?

I'm not sure if it would use a ton of data but you won't simply be logging in. Singleplayer is hosted server side as well and your latency is probably going to be a disaster.
 
Pretty much every established build must be scrapped given the latest stat adjustments.
We need new builds to be adopted so that they too can be nerfed once people transition over to using them exclusively.
Can someone link me to these changes? This thread is enormous.
 
Well I hope they fix that soon. Leveling is so easy. people should do it themself.

I just want my alts to get to Hell and have fun. Normal/Nightmare over and over is dreary with how easy they are and how useless the loot is in the grand scheme of things :(

Can someone link me to these changes? This thread is enormous.

No full list but:

Monk - Boon of Protection (Mantra of Healing Rune) capped to absorbing HP equal to the amount the Mantra heals over 3s.
DH - Smokescreen lasts 1s, 2s with Rune, and has a 2.5s Cooldown.
Wizard(?) - Force Armor something. Not sure if this was changed already or still in the works. Probably a Cooldown on the effect occurring.

On that note, how does Blizzard do hotfixes? I mean, they happen and then it's always "Oh, right, guess we can make a list in like a day. Thanks for reminding us to do that."
 
OMG @ the jump in difficulty from act 1 hell to act 2 hell, specifically the elites and unique monsters. The jump is huge, like 2-3x harder these elites and yellows. My lvl 55 baba's getting killed and can't do shit. She has 23k life, 2.4k dps, uses shield+ 1h, and I use defensive abilities too like war cry and threatening shout and revenge and it does nothing. They do so much dmg. The regular monsters are fine but the blue and yellows are epic. Any help? what barb build diid you guys use to get through hell act 2?
 
Pretty obvious that Force Armor and Smoke Screen were going to get the nerf bat.

Stealth nerfs really suck though. Seriously, is it that hard to make a post about it? Making changes without telling anyone is really lame.
Can someone link me to these changes? This thread is enormous.


They intend to give us a single list of the changes, indicatively tomorrow.

I know, I'm just wondering why someone would say "pretty much every established build" will have to change given that we've only seen changes to three skills so far. Either I missed something or that is some seriously ridiculous hyperbole.
They said that they don't intend to do stuff as brutal as Boon of Protection often and that this case was so peculiar that they felt they needed to comunicate it before they do the single huge list of all the other changes. I still expect that there will be some big things in there, just not as devastating as this one.
 
They said that they don't intend to do stuff as brutal as Boon of Protection often and that this case was so peculiar that they felt they needed to comunicate it before they do the single huge list of all the other changes. I still expect that there will be some big things in there, just not as devastating as this one.

The thing about the BoP change is that it's not that big of a deal to most people. Under ~25K HP and it's essentially unchanged (1240/s on the 3s buff of it or 3720). I just hope they have something in mind for scaling it with Inferno loot. I guess +Healing to Mantra of Healing itemization?
 
OMG @ the jump in difficulty from act 1 hell to act 2 hell, specifically the elites and unique monsters. The jump is huge, like 2-3x harder these elites and yellows. My lvl 55 baba's getting killed and can't do shit. She has 23k life, 2.4k dps, uses shield+ 1h, and I use defensive abilities too like war cry and threatening shout and revenge and it does nothing. They do so much dmg. The regular monsters are fine but the blue and yellows are epic. Any help? what barb build diid you guys use to get through hell act 2?
That's funny, it was right around the time I switched to Act 2 that I started finding Hell to be easier (well, the end of Act 1 post that spider cave really).

I'm a Witch Doctor though so I'm sure my experience is different not being in melee... especially with those fucking bugs that shoot streams of exploding bees at you.
 
On that note, how does Blizzard do hotfixes? I mean, they happen and then it's always "Oh, right, guess we can make a list in like a day. Thanks for reminding us to do that."

Maybe someone can comment from SC2 experience? In WoW changes always had plenty of time to get tested and documented on the PTR, so stuff like this didn't just get dropped on live with no documentation.

Understandable that they are making changes, but the rush to do them before documenting seems unjustified.
 
The thing about the BoP change is that it's not that big of a deal to most people. Under ~25K HP and it's essentially unchanged (1240/s on the 3s buff of it or 3720). I just hope they have something in mind for scaling it with Inferno loot. I guess +Healing to Mantra of Healing itemization?
Except they just nerfed it. The on use effect bonus is now cut in half.

So the shield and heal are 75% what they were. The shield and heal are now 2100.

:lol
 
I'm reading the blue post on Boon of Protection. Did Blizzard playtest this game?

With the wrong builds, apparently.

Maybe this is why none of them beat Inferno.

Except they just nerfed it. The on use effect bonus is now cut in half.

So the shield and heal are 75% what they were. The shield and heal are now 2100.

:lol

Haha. Oh my. Still, 2k isn't ... isn't awful. I mean, it's still better than some of the other options anyway...
 
Understandable that they are making changes, but the rush to do them before documenting seems unjustified.

If we see a massive list of changes that some here have implied then I agree. But if we're just talking about three skills which were being exploited like crazy, impacting the economy and everyone's perception of how difficult Inferno is "supposed" to be, I can see why they had to act so quickly.
 
Speaking of Witch Doctors, here is mine.

Screenshot000.jpg


With the Fetish Ambush rune those little minions can take out entire groups by themselves just when they spawn. Then they can just clean up the stragglers for me. They are pretty under rated imo.
 
With the wrong builds, apparently.

Maybe this is why none of them beat Inferno.

I'm starting to think they just didn't test inferno... Or at least not very much. Given the rest of the game, the lack of polish at the top difficulty level is puzzling to me. Legendaries being so bad, OP skills, etc, etc.

I'm starting to get the impression that inferno was not really ready yet, or their strategy was just to get it out there and then make changes as appropriate.
 
If we see a massive list of changes that some here have implied then I agree. But if we're just talking about three skills which were being exploited like crazy, impacting the economy and everyone's perception of how difficult Inferno is "supposed" to be, I can see why they had to act so quickly.

Boon of Protection was ridiculous, sure, but that's because it scaled. Most the rest of our options for the Mantra don't; we'll just switch to high HP/Life Steal% with the +VIT rune most likely.

It's also one of the few runes that actually fits how they designed Mantras to be spammed rather than the rest of the runes that just add a buff to having a Mantra going.
 
If we see a massive list of changes that some here have implied then I agree. But if we're just talking about three skills which were being exploited like crazy, impacting the economy and everyone's perception of how difficult Inferno is "supposed" to be, I can see why they had to act so quickly.

Still felt rushed and poorly thought out. AFAIK the rune for Force Armor for Wizards was patched to simply do nothing. Like, literally completely inactive, supposedly until they can figure out what to do with it. So Wizards were going out using it, and chain dying because the text is still there on the tooltip, there are no patch notes, it was a hot fix, and the rune still exists, it just didn't do anything anymore.

I think they have hotfixed/changed this now, but that was the word on the EU servers for hours.

The changes on all 3 classes reek of

"Oh shit change it!"

"Change it to what?"

"Anything, just change it."

*click* *click* *click*

"Done."
 
With the wrong builds, apparently.

Maybe this is why none of them beat Inferno.



Haha. Oh my. Still, 2k isn't ... isn't awful. I mean, it's still better than some of the other options anyway...
Bashiok called it nerfing it the point of obsolescence and that people should stop using it until it gets replaced by another rune, so I would say that my estimation of it being a pretty devastating change still is accurate.
I look forward to seeing what they will replace it with.
 
Whoops! I misspoke. The bonus heal and shield are only giving 930.

:lol x 100.

Wait, what? Did they nerf Mantra of Healing entirely? It's 310/s base and Boon is supposed to work off of the buffed 3s version for recasting it.

Maybe they're trying to figure out how to do that. Probably why they said just unslot it until it's fixed :x

Bashiok called it nerfing it the point of obsolescence and that people should stop using it until it gets replaced by another rune, so I would say that my estimation of it being a pretty devastating change still is accurate.
I look forward to seeing what they will replace it with.

True. I imagine (/hope, possibly?) that it will be +Armor equal to your Life per Second. Seems apt for the skill, gives it a stat to scale off of (that normally doesn't get stacked), and doesn't seem ridiculous due to diminishing returns. That or giving us Dodge on Mantra of Healing but that seems like it infringes on Evasion too much.
 
Wait, what? Did they nerf Mantra of Healing entirely? It's 310/s base and Boon is supposed to work off of the buffed 3s version for recasting it.

Maybe they're trying to figure out how to do that. Probably why they said just unslot it until it's fixed :x
They basically removed it.

Time to stack life steal and VIT.
 
I don't know if I could live with myself either if I lost a Hell HC character (or Inferno!) to a Skeleton. At least needs a cool "Slain by" enemy.





Farm Quests. Wortham (Act 1) or the Act 3 Boss. 50-60 on Act 3 NM takes like 2-3 hours if I had to ballpark it? Not too bad, really. Boring as sin though.

I'll be running Act 3 boss tonight! I am half way to 55 now so hopefully I can breeze through the last 5 levels. At least now I can get nv stacks and hope some of those nasty elites drop better loot.
 
Boon of Protection was ridiculous, sure, but that's because it scaled. Most the rest of our options for the Mantra don't; we'll just switch to high HP/Life Steal% with the +VIT rune most likely.

It's also one of the few runes that actually fits how they designed Mantras to be spammed rather than the rest of the runes that just add a buff to having a Mantra going.

I was more talking about the Demon Hunter and Wizard changes than the Monk, since the latter was announced and explained. Not really trying to make value judgments on whether or not they are good changes as I'm not anywhere near Inferno with any of these classes.
 
Finally finished Act I (or at least the boss at the end of Act I). I need to spend less time crawling around the dungeons at low levels and just plow through it to get to the better gear :p Also doesn't help that I get like 80% through a dungeon, and then quit the game, making me do the same thing over and over.
 
I can't post a screenshot here at work but damn I hope Barbarians get some sort of buff for act 2 inferno. With around 52k life, 7k armor and all resists at 40% reduction after warcry there is simply no way for me to advance in act 2. Normal wasps still 3 shot me and they can kite me endlessly while the first champion packs I encounter still kill in one or 2 shots. It's pretty depressing and a huge waste of gold on potions and repairs just trying to advance my quests. So far I haven't seen anything drop that can replace my cheap chest armor with +93 vit and 3 sockets filled with +vit that I've been using for the past 5 days.

The good news is that act1 inferno is pretty much on farm status, and my same barb can solo anything until the butcher when I unfortunately have to lose my valor buff in order to switch to a DPS build. I keep a set of maybe 6 items that have +magic find available at all times which I just swap to before opening any resplendent chest or killing the last champion in a pack. Right before I open a chest or kill a mob I can ask my 2 brothers to join the game with their +magic find sets on just to share in the loot and then they can logout and just jump back in whenever they're free.
 
So I was messing around a bit in inferno with builds and I stumbled across something that I've found works really well for act 1. I tried a bit of act 2 and the mobility actually made fighting a lot of the enemies (at least in open areas) a lot easier, although I'm still WAY under-geared for some of the enemies there. The idea is to stack as many defenses as possible to survive then use the Sprint skill for extra mobility.

I had to give up dual wielding for a shield so I boosted block chance as much as possible (+5% block chance from Kotuur's Brace - ~50k, +11% block chance from Justice Lantern - ~300k). You can get shields with up to 28% block giving you a total of 44% chance to block. After that I started to reintegrate dexterity back into my attributes boosting my dodge chance to 15.4%. Eventually I think I'm going to try to aim for mid 20s.

The biggest difference with this build though is mobility. Sprint allows you to actually kite and when you're soloing you can use the speed to trick packs into splitting up where you can stun lock them and pick them off. To stun I use a combination of Frenzy, Ground Stomp, and Seismic Slam. The only one that got very little use in my run was Seismic Slam. I thought I'd have to do more kite, turn around, slam but I ended up not having to do as much of that as I expected. A tweak here might be to run ignore pain with the 20% life leech which makes you almost invulnerable if your DPS is high enough. I've found with Ignore Pain you can stand on lava/poison for the 5 seconds. This is particularly helpful when enemies have the ability to wall/jail you because that's the main enemy of this build.

For groups of whites, what I would do is run in and let them hit me first to build up my Revenge. This is a bit risky so you can run in and start frenzy if you want but I don't lead with stun. The reason for this is stun->revenge combo is very strong and can bring entire groups of white enemies in act 1 to half health or below. After you revenge (which will top off your health) start focusing down the weakest enemies while keeping revenge up. Groups of regular enemies are pretty trivial using revenge for AOE which is why you can probably socket out Seismic Slam.

For tougher enemies, I use sprint to kite them. You can actually do hit and runs where you sprint away and as they're chasing you, you turn back and take shots at them. Being able to move so quickly allows you to do things like positioning a perfect revenge on multiple enemies when you're low on health. I've also for the first time since playing Diablo been able to start effectively avoiding walls, those ice bombs!!, and arcane sentries. Enemies with the ice bombs essentially become an enemy with one less modifier because they toss out the bombs and you sprint out of its range so they start chasing you and you can reengage without a problem.

Since sprint allows you to get away from enemies really quickly, I'm using War Cry with the healing rune to allow my passive regen to fill my health orb. I can kite away, let my cooldowns drop and then come back in with enough health to tank 1 or 2 shots most of the time.

I think I rolled through 8 blue groups and 5 yellow enemies on the run with very few setbacks. If you're a barb that hasn't tried sprint out, I definitely recommend it!

My build & stats:
build.jpg


newstat.jpg


Almost all of the equipment I have is in the cheap to very cheap range (20-100k). The most expensive stuff was my sword (350k) and the Justice Lantern ring (300k).

The big question now is whether or not I can farm gear from Act 1 which will allow me to increase my armor/resistances enough to push through into Act 2..


edit: Just ran into those quick zombie mothers or whatever with molten lava on the floor behind them. I switched out Seismic Slam for ignore pain with the 20% life leech. There is no way to regenerate health otherwise once you drop into the 10-15% health range so it seems necessary. You don't really need seismic slam since you can use your ground stomp and revenge for AOE. Working well so far

edit2: I haven't been using a follower at all. Also I forgot to mention that sprint lets you kill those treasure goblins with almost 100% success.
 
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