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Diablo 3 Diablo 3

05-24-2012 , 03:19 AM
lol, so what's up with all the '6.3 million sold' in the first week bs. I just played a hell game act 1, and there where 16 people listed on the first act.

Off hours, middle of the night, all tv channels turned to porn I don't care, something is lol.
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05-24-2012 , 03:33 AM
Quote:
Originally Posted by #Thinman
lol, so what's up with all the '6.3 million sold' in the first week bs. I just played a hell game act 1, and there where 16 people listed on the first act.

Off hours, middle of the night, all tv channels turned to porn I don't care, something is lol.
Everyone playing single player or with friends. List got even smaller when people heard that joining pubs gets you hacked.

So yeah, Blizz basically made D3 into an online single-player game that you can't access half the time, ldo
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05-24-2012 , 03:34 AM
Enrage timers is making act 2 impossible for me. I spend forever grinding down a pack of health link mother****ers and then they enrage on me, just another WoW "feature" that can stay the **** out of my diablo game.

ok, I'm calm!
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05-24-2012 , 03:55 AM
now soloing belial with my barb super easily

next step: azmodan!
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05-24-2012 , 05:56 AM
kirby teach me how to act2.

stats with war cry
58k hp
8k armor
8.4k dps
550 res all
20% block for ~2300
no life steal or life / hit

playing leap(armor), revenge(30%), earthquake(snare), war cry(resist), frenzy (dmgstack), WotB (insanity)

zerker rage, insp presence, nerves of steel
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05-24-2012 , 06:10 AM
leech on hit is actually amazing.

Especially with sidearm rune on frenzy, which also triggers it. (i now have 620 hp per hit and am looking to boost it soon I have a few items in mind like string of ears or a rare 1h weapon).

thats one of the things I learned today. I also spent 8 million gold on really really nice items (good ouroboros, skull grasp, and blackthorne's breeches). Im about to push through the inferno wall and it feels amazing after feeling pretty bitter at first.

Also, I learned that a lot of the mobility skills are just not meant to be used at this point with barb.
Like leap. Forget leap. Forget earthquake. I havent tried inspiring presence but it seems okayish, but it cant help you survive burst.


IMO, change leap into threatening shout (with the rune that lowers attack speed).

That will make your enemies do 20% less dmg and attack 15% slower. Remember with a build using revenge your #1 goal is to survive burst dmg so you can sustain repetitive use of revenge. Threatening shout is amazing for this.

I also use ignore pain instead of stomp now. (put that instead of earthquake for example).

Wrath of the berserker is fine. That or battlerage can be fine.

You also dont do enough dps. Im guessing your res is with battlecry which is about the same as me, same hp too.

Problem I can see is im not even wearing a good weapon yet, which im about to do.

So im guessing youre missing some damage on the rest of your equipment, most probably from lacking some strength, attack speed and crits.

I currently have naturally 16.50% crit so I use ruthless to make it 21.5% with 100% crit dmg (which I hope I can boost with my next weapon).

my 2 other passives are the two armor ones. But in act 2 I use weapon master instead of the slightly worse armor passive.

for comparison with your passives im still at 14k dps with a mediocre one hand weapon (i think ill be at ~25-26k with a new weapon in a day or 2).


But then again I got lucky with my item finding/trading so I probably got a LOT more gold than you've been able to use on gear.

so keep up the good work, feels good to finally be able to see above the wall. =)

Last edited by Kirbynator; 05-24-2012 at 06:15 AM.
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05-24-2012 , 06:31 AM
Quote:
Originally Posted by Low Key
Which region you're playing on matters
ty

is there any way to move chars between regions? no idea why i selected americas with my wizard but it's a bit unnecessary/annoying (i'm in europe)
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05-24-2012 , 07:04 AM
thanks man will give it a shot. i appreciate the advice.
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05-24-2012 , 09:24 AM
Quote:
Originally Posted by Kirbynator
my new little baby
dat ring is fkn amazing.
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05-24-2012 , 09:50 AM
Quote:
Originally Posted by Kirbynator
armor can get diminishing returns pretty quickly and if you dont have a barb with warcry youll need to stack hundreds of all res.

but yeah, armor is very important too.
so looks like this isnt true and every point in armor (and resistance) is as beneficial as the one before: http://us.battle.net/d3/en/forum/topic/5149150485

since effective health increases linearly it's possible to compare the benefits from +armor, +resist, and +life (and therefore +strength, +int and +vit):

for armor: Life * [1 + [the increase in armor]/(50*mlvl)] * (1 + [total resist]/(5*mlvl)) - Life = the increase in effective health

max mlvl in Inferno is 63 btw

for resist: Life * (1 + [the increase in resist]/(5*mlvl)) * (1 + [total armor]/(50*mlvl)) - Life

+life: [the increase in Life] * (1 + [total armor]/(50*mlvl)) * (1 + [total resist]/(5*mlvl))


interestingly enough by how much +armor increases effective health depends on how much resist you have and vice versa.
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05-24-2012 , 10:14 AM
Quote:
Originally Posted by #Thinman
lol, so what's up with all the '6.3 million sold' in the first week bs. I just played a hell game act 1, and there where 16 people listed on the first act.

Off hours, middle of the night, all tv channels turned to porn I don't care, something is lol.
I haven't even tried the public games yet. None of my friends have either, afaik.

And a lot of people are probably avoiding public games now as they might increase your risk of getting hacked.
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05-24-2012 , 10:45 AM
gearing barbs for inferno

^^ this dude soloed inferno diablo yesterday legit ( on a barb ! ), and also tanked two act 3 champion packs like a boss.
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05-24-2012 , 11:40 AM
Quote:
Originally Posted by monarco
so looks like this isnt true and every point in armor (and resistance) is as beneficial as the one before: http://us.battle.net/d3/en/forum/topic/5149150485

since effective health increases linearly it's possible to compare the benefits from +armor, +resist, and +life (and therefore +strength, +int and +vit):

for armor: Life * [1 + [the increase in armor]/(50*mlvl)] * (1 + [total resist]/(5*mlvl)) - Life = the increase in effective health

max mlvl in Inferno is 63 btw

for resist: Life * (1 + [the increase in resist]/(5*mlvl)) * (1 + [total armor]/(50*mlvl)) - Life

+life: [the increase in Life] * (1 + [total armor]/(50*mlvl)) * (1 + [total resist]/(5*mlvl))


interestingly enough by how much +armor increases effective health depends on how much resist you have and vice versa.
the optimal ratio (for max effective health) of armor to resist is 10:1, 1 resist for every 10 armor. minmaxing the 2 is actually the worst, most inefficient choice.

the formula for the optimal ratio of +armor to +life is (50*mlvl + [total armor]) / [total life]. again minmaxing = bad. interesting stuff.

Last edited by monarco; 05-24-2012 at 12:07 PM.
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05-24-2012 , 11:45 AM
^^ for us simple folk, are you saying its better to have 5k armor with 500res instead of 10k armor and 0 res or 0armor and 1k res right ?
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05-24-2012 , 11:53 AM
Quote:
Originally Posted by JulianAssange
^^ for us simple folk, are you saying its better to have 5k armor with 500res instead of 10k armor and 0 res or 0armor and 1k res right ?
This is correct.

In case anyone is interested, I've made an excel spreadsheet which lets you enter in your character's stats and see how much each additional unit of vitality, armor, dexterity or resist will add to your "effective HP".

It also lets you enter the relevant stats for two pieces of gear and compare the change in effective HP between each.
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05-24-2012 , 12:12 PM
Spoiler:
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05-24-2012 , 12:29 PM
Quote:
Originally Posted by Doc89
This is correct.

In case anyone is interested, I've made an excel spreadsheet which lets you enter in your character's stats and see how much each additional unit of vitality, armor, dexterity or resist will add to your "effective HP".

It also lets you enter the relevant stats for two pieces of gear and compare the change in effective HP between each.
could you put it on google docs? also, how'd you factor in dex? it doesnt seem as straightforward as the other 3.
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05-24-2012 , 12:46 PM
Yeah, the way they calculated dodge was weird but I managed to figure it out after playing around with the numbers for a while. I'm not sure why they did it differently than the others.

Each point in dexterity adds a set amount to your dodge chance. In order to prevent this from being way OP, they added diminishing returns on the value of each point in dexterity past 500, and again past 1000. I would guess the rate past 1500 diminishes even further, but I haven't had enough dex gear on to test that out so I don't know. If anyone here has over 1500 dexterity and could test that out, it'd be helpful.

The formula looks like this:

When Dexterity < 500

Dodge chance = .075 + (.00025*dexterity)

When 500 < Dexterity < 1000

Dodge chance = .2 + (.0002)*(dexterity - 500)

When 1000 < Dexterity < ????

Dodge chance = .3 + (.0001)*(dexterity - 1000)




The implications to this are somewhat strange. Basically, each additional point of dexterity becomes increasingly valuable, up until you hit the diminishing return level. In other words, your 999th and 1000th point in dexterity are worth considerably more than your 500th and 501st. However, your 1001st point is worth less than all of them.
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05-24-2012 , 01:08 PM
looks good but what i meant is that dodge behaves differently than life, armor and resist. Those 3 all add to your pool of effective health whithout any shenanigans; to me it looks like to figure out how valuable dodge is you'd have to know how hard the average hit is and then factor in that with kiting the distribution of hits you take (before factoring in dodge) is probably completely unlike the average. im making assumptions about how dodge works though so i might be completely off.
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05-24-2012 , 01:31 PM
I think for most players, dodge chance is interchangeable with armor and resist reduction.

For example, imagine two characters with 30,000 HP. One has 50% dodge and one has 50% resist reduction. The expected value of the number of 10,000 damage attacks both players will be able to sustain before dying is six. The only difference between the two is that the player with dodge has some degree of variance to this; he could get unlucky and die in three shots or he could get really lucky and survive nine.

The only time this makes a substantial difference is if you are someone with an incredibly small health pool who is concerned only about getting one shotted or not. For example, if you have 2000 HP in inferno (lol wizards), you'd be much better off with 90% dodge than 90% resist reduction, for obvious reasons.
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05-24-2012 , 02:05 PM
Here's the spreadsheet:

https://docs.google.com/spreadsheet/...WFBaTJZZk1BVVE

You have to make a copy or download it to use it.

The yellow fields are the ones you should be entering numbers into. Don't touch the others.

In the top left, just enter the numbers that appear on your character sheet.

The field that says "change value" corresponds to the numbers below it. It is the amount of each stat that you'd be adding in order to gain the effective HP found in the fields E13-17.

So for example, the spreadsheet has my current stats listed with a change value of 10. This means that an increase of 10 vitality will increase my effective hp by 0.78%, but an increase of 10 resist all will increase my effective hp by 1.75%. I made it so that armor changes are multiplied by 10 to make it more of an "apples to apples" comparison between the stats. The Life % change number is not effected by the change value; I made it a constant 1%.

The numbers in the F column are the ratios of each E column value with respect to vitality. This is just there to make it easier to see how much each stat is worth in terms of vitality. For example, right now the F column indicates to me that 10 more resist all is worth the same as 22.5 more vitality.

I think the I and J columns are pretty self explanatory. Enter the values from two pieces of gear in, and the L11 cell will tell you how much your effective HP will increase or decrease as a result.
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05-24-2012 , 02:08 PM
I'll stick with the resist.

Try dodging a mortar or poison floor.
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05-24-2012 , 02:11 PM
You can dodge mortars.
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05-24-2012 , 02:11 PM
Blizz posted some updates today, RMAH is delayed further, no ETA (while they fix their hax I bet, haha)

Also the game guide has been updated and all the legendary and set items say they are being worked on again, they don't list stats anymore.

So it appears they are going to address the largely worthless legendary issue.
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