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 Forum index » Off-Topic Section » Diablo 3
D3 Beta Testing coming soon!
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Jerkazoid


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4.86 Silvarrr

PostPosted: Sun Feb 19, 2012 7:25 pm    Post subject:  

Patch 13 has come, and with it a complete overhaul on the skills/rune system

Runes are now part of the leveling system, so they no longer will become a currency. Affixes have open up a bit more; damage on gear has been buffed, this makes item hunting and competition more valuable yet again.

new UI system is buggy as all hell, but im adjusting.

showing off DH changes as always, our new ability strafe, e.g. a range WW skill, I made a vid to show strafe off
http://www.youtube.com/watch?v=HBR37pn1b-0

Hungering arrow (Guided arrow) was buffed to OP levels (115% with 55% pierce is a geometric series; 255% avg damage a shot)

Bola now has a rune for double the splash distance, very nice AoE

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heprea
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PostPosted: Fri Mar 02, 2012 9:12 am    Post subject:  

For us the european folks:

"Brave heroes, the time has come to arise and answer the summons: the Diablo III beta is upon us here in Europe!
The first wave of invitations to the European Diablo III beta test is now being delivered. The client is available in English, with German and French becoming available at a later date. In addition to selecting players from those who have opted in via their Battle.net accounts, we’ll also be providing keys through beta promotions and giveaways. We welcome those invited to provide feedback on the official forums.
If you have a beta license, you are free to show, share, or talk about any portion of the beta content to which you have access, as this beta test is not confidential."

source: http://eu.battle.net/d3/en/blog/3786563/First_European_Wave_of_Diablo_III_Beta_Invites_Under_Way-01_03_2012#blog

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Jerkazoid


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PostPosted: Tue Apr 10, 2012 10:12 pm    Post subject:  

Well into Patch 16 now, and I just like it more and more. forums are alive with pockets of idiots and intelligence and I started to pick up on some things I had'nt noticed before. Here is a copy/paste with most of one of my larger dissections on how complicated modifiers are starting to add up. There are four stats now; Strength, Intelligence, Dexterity & Vitality

Strength creates damage only for the Barb class,
Dex for Monk/DH
Int for the Wiz and witch doc
(this is a great system imo for keeping gear demands vibrant/varied other than 1 global value that was ubiquitous)

The discussion explains why deciding what secondary stat to stack for survival was anything but obvious, trivial, simple or boring

A. Intelligence creates a resistance value (integer) that creates -> physical resistance% weighted against enemies of your level. (as well as resistance for the other elements)

B. Strength creates +n armor, which creates Damage reduction x% based on a formula
(don't think we are actually certain that this is for physical, It seems like it might be a global reduction just like Intelligence creates physical damage resistance%)

C. Dexterity creates dodge % based on another formula, dodging attacks is obviously the complete evasion of not only the damage, but also whatever effects carried on that attack including if it was converted into an element. [Avoidance mechanics with regard to interference on CC/snares or crit/hit_effects get nuanced]

as for the cap%, I don't think we know, I have a feeling 50% is likely soft cap, but 75% could certainly be the hard cap for everyone of these modifiers as well as the cost benefit with Diminishing returns. As for the exact Diminishing returns, we don't (I don't and haven't seen anyone try to do the math yet) really know,

An important thing to note is skills often grant +n%, (not +n) to things like Dodge. The effect on survival in seconds having 20% dodge and gaining another +30% additive is much different than having 25% and gaining the same 30%

1. Criticisms would first need to have detailed understandings of these mitigation curves with the precise functions, and values on lvl 60 builds to even attempt to suggest they operate identically in practice.

2. You need a verbose explanation on the damage order when resolving blocking reductions which are linear ranges, not multiplicative.

3. Need a solid grasp on avoidance order with regard to block (as well as how much you get and how the % increases) & if there is any miss chances to be experienced or with regard to clvl vs clvl (single dice roll tables vs multiple dice roll etc..)

4. Missile damage reductions% and melee damage reductions% (each their own stat as well)
Missile could very well be elements included, further complicating the curves of survival as you add linear values of Intelligence & strength.

Nothing in Diablo 2 was ever as simple as it seemed, the more you learned the deeper the subtlety....and complex math, and bugs
D3 gear, stats, are anything but simple; simplicity in this regard is typically a function of ignorance.

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