**OFFICIAL** Diablo 3 Thread

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Harabec

Golden Member
Oct 15, 2005
1,369
1
81
Sweet. My wizard just got to 70. I opened my first rift, entered and popped a random chest near the entrance 2 seconds later.
A very nice 2.53k dps Tormentor staff pops out...heheh.

EDIT: WTF...cuddle bears and unicorns?!
 
Last edited:
Oct 20, 2005
10,978
44
91
Sweet. My wizard just got to 70. I opened my first rift, entered and popped a random chest near the entrance 2 seconds later.
A very nice 2.53k dps Tormentor staff pops out...heheh.

EDIT: WTF...cuddle bears and unicorns?!

I take it you've never played the secret level before have you?
 

TallBill

Lifer
Apr 29, 2001
46,017
62
91
So, how are you guys going about getting equipment for hirelings? I'm a wizard who uses the Templar, and since all the drops are tailored to INT and the AH is gone, decent stuff for him is hard to come by.

I got two of the "all-skills" relics today, mainstat was rolled wrong on both as it was tailored to my toon. Have not been soloing a ton though so really haven't tested them out.

I did get my 5th toon to 70 just now, crusader is at 66.
 
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futurefields

Diamond Member
Jun 2, 2012
6,470
32
91
Just loaded up game for the first time in awhile today. I still have the vanilla version. Is it just me or does the menu screen graphics look slightly worse? Like on character selection. The textures on my characters gear are noticeably lower resolution. I already changed my graphics options back to max 1080p so it looks like they have lowered the resolution on some textures.
 

CPA

Elite Member
Nov 19, 2001
30,322
4
0
Question: Are there secret rooms or areas? I'm not talking about the rooms blocked off by debris that you just smash and can get into. I'm talking about wall sections that need to be clicked or activated that reveal a room or area that is otherwise not easily revealed. I thought for sure there was one in the beta, but I haven't come across anything I would consider "secret" and I'm in Act II, level 27.
 

lupi

Lifer
Apr 8, 2001
32,539
260
126
Had a good rift run group on saturday. Always nice to ride behind a couple guys with almost a combined 700 paragon levels. Except when we managed to hit a. 2+ elite pack group, got to spend most of my time trying to keep up with their higher speed and heading back to town to sell items. After about 3 hours managed to gain about 30 paragon levels and about 200k in dps.
 

darkewaffle

Diamond Member
Oct 7, 2005
8,152
1
81
So I found a Shard of Hate and it's pretty strong. On one hand, great, I found a nice item. On the other hand, I kind of dislike how weapon [and to an extent armor, but weapons are the more egregious offender] strength/usefulness are dictated by the [kind of gimmicky] on-hits/procs because they're so powerful.
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
Found a DH set helm last night. It is pretty good. I've been finding groups (using a community) and it is strange being the slowest / lowest DPS member. We just wreck T1 so hard.
 
Oct 20, 2005
10,978
44
91
Ok, not sure if this is a bug or not but I just got a pair of Vyr's set pants last night for my wizard. The Int on it came with +498 Int. When I went to go enchant it, I was browsing at all the options available and when I checked out the available options for the +Int affix, it said it could roll as high as +750, yet when I hold "control" down, it shows me 500 is the max. Which is correct?

Also, on a similar note, another rare item had int on it, I think around 400-410, and when I go enchant it, the possible affix for Int shows a max of 360-ish. How can the affix be lower than what's originally already on there?

Are these bugs with the tool tips?
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
I know there is a bug where certain items are rolling level 60 affixes on level 70 (Wall of Man is doing that on the block chance), so you could have found items that are bugged, and 750 is the max 70 value, yet they rolled the max 60 value.
 

lupi

Lifer
Apr 8, 2001
32,539
260
126
Just looked at the datamined changes for the next patch. Barbie, crusader, and WD all get several skill damage increases.
 
Oct 20, 2005
10,978
44
91
I know there is a bug where certain items are rolling level 60 affixes on level 70 (Wall of Man is doing that on the block chance), so you could have found items that are bugged, and 750 is the max 70 value, yet they rolled the max 60 value.

I see, thanks.

http://us.battle.net/d3/en/item/vyrs-fantastic-finery

So, in that link, it says one of three properties for Int. with different ranges for each. Are those properties supposed to mean:

Below 60: +101–115 Intelligence

70: +626–750 Intelligence

Below 70, but at least 60: +416–500 Intelligence

If so, wonder why I got the +416-500 affix. Am i supposed to automatcially get the +626-750 affix if I find these pants at level 70?
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
I see, thanks.

http://us.battle.net/d3/en/item/vyrs-fantastic-finery

So, in that link, it says one of three properties for Int. with different ranges for each. Are those properties supposed to mean:

Below 60: +101–115 Intelligence

70: +626–750 Intelligence

Below 70, but at least 60: +416–500 Intelligence

If so, wonder why I got the +416-500 affix. Am i supposed to automatcially get the +626-750 affix if I find these pants at level 70?

I can't see the link, but from what you're saying, it looks like the erroneously rolled the 61-69 value, rather than the 70 value (if you found it at 70).
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Found a few -level requirement items over the weekend. Luckily, one of them was without a primary stat! That might sound like a crazy comment (who doesn't want str/dex/int?), but it actually had another decent and more universal stat instead: +damage%. I figured that most of my toons can use that with minimal detriment. All in all, the -level required items are a 1H axe (-9), Crusader shield (-11) and a 2H legendary sword (-11). My Barbarian will love that last one when I'm done with it! :awe:

Also, what's with the Crusader having a class achievement that can only be achieved by being a male and another only available to female toons? I checked every other class, and they only have one "talk to your undead master" achievement.

Just looked at the datamined changes for the next patch. Barbie, crusader, and WD all get several skill damage increases.

Sweet. It looks like they're boosting almost all of my abilities!
 
Oct 20, 2005
10,978
44
91
I can't see the link, but from what you're saying, it looks like the erroneously rolled the 61-69 value, rather than the 70 value (if you found it at 70).

Yeah, the thing I'm wondering is that it says the int affixes varies, but not sure if it means random or at X level, you get Y affix.
 
Oct 20, 2005
10,978
44
91
I can't see the link, but from what you're saying, it looks like the erroneously rolled the 61-69 value, rather than the 70 value (if you found it at 70).

http://us.battle.net/d3/en/forum/topic/12329933277

Well, appears the 750 stat is a bug and should not be a possible roll. I guess this also means all the tooltips showing possible affixes for 750 in the b.net game guide are wrong as well.
 

laviathan05

Member
Mar 26, 2009
53
0
0
Found a few -level requirement items over the weekend. Luckily, one of them was without a primary stat! That might sound like a crazy comment (who doesn't want str/dex/int?), but it actually had another decent and more universal stat instead: +damage%. I figured that most of my toons can use that with minimal detriment. All in all, the -level required items are a 1H axe (-9), Crusader shield (-11) and a 2H legendary sword (-11). My Barbarian will love that last one when I'm done with it! :awe:

Also, what's with the Crusader having a class achievement that can only be achieved by being a male and another only available to female toons? I checked every other class, and they only have one "talk to your undead master" achievement.



Sweet. It looks like they're boosting almost all of my abilities!

%damage is currently bugged as it only applies to the base white damage. For instance, if you roll a 1-hander with 1.5 attacks per second, and 800-900 bonus elemental damage, for a total dps of 1500, adding 10% damage will only affect the 100-200 base damage of the item, so it will increase 10-20 damage, or 23 dps total.

Blizzard has stated this is unintentional and not how the affix was designed (since it's pretty much useless) and are working to fix it.
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
%damage is currently bugged as it only applies to the base white damage. For instance, if you roll a 1-hander with 1.5 attacks per second, and 800-900 bonus elemental damage, for a total dps of 1500, adding 10% damage will only affect the 100-200 base damage of the item, so it will increase 10-20 damage, or 23 dps total.

Blizzard has stated this is unintentional and not how the affix was designed (since it's pretty much useless) and are working to fix it.

Blizzard seems to have a lot of incompetent coders. They had a bug with black damage items pre 2.0 (which is why they were always the best) and now they can't even get a simple percentage calculation to work properly... The formula is child's play (wepBaseDmg + rolledDmg) * (1 + %increaseInDecimal) = totalDmg

That took me literally 5 seconds to come up with. Get your stuff together Blizzard, you're slipping.
 

Tattoedsailor

Member
Mar 22, 2013
146
3
81
Haven't played in long time.. well over a year. Decided to play a crusader. Any tips? I'm going star on hard difficulty.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
%damage is currently bugged as it only applies to the base white damage. For instance, if you roll a 1-hander with 1.5 attacks per second, and 800-900 bonus elemental damage, for a total dps of 1500, adding 10% damage will only affect the 100-200 base damage of the item, so it will increase 10-20 damage, or 23 dps total.

Blizzard has stated this is unintentional and not how the affix was designed (since it's pretty much useless) and are working to fix it.

Thanks for the info! I actually thought it meant something different than both of the implementations that you mentioned, but I'll talk about that below....

Blizzard seems to have a lot of incompetent coders. They had a bug with black damage items pre 2.0 (which is why they were always the best) and now they can't even get a simple percentage calculation to work properly... The formula is child's play (wepBaseDmg + rolledDmg) * (1 + %increaseInDecimal) = totalDmg

That took me literally 5 seconds to come up with. Get your stuff together Blizzard, you're slipping.

Eh, we're both developers, and you shouldn't jump to conclusions so quickly. There are plenty of ways this could be screwed up and make it through the system without nary a comment. For example, I mentioned above that I thought "+n% damage" meant something different than what laviathan05 said it currently means and what Blizzard intends. I thought it was a flat boost to damage! In other words, if I get +5% damage on a weapon with a 800-1800 damage range and my weapon damage is currently (without the modifier) at 1000-2000 in the character sheet, I expect to see 1050-2100 now.

In other words, +damage percent is way too generic of a term; it should probably be "+n% weapon damage" or maybe toss "total" in there for good measure (I would call the current implementation "+n% base weapon damage). If I had to guess, I would say that there was a lack of communication of the true intent.
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
Thanks for the info! I actually thought it meant something different than both of the implementations that you mentioned, but I'll talk about that below....



Eh, we're both developers, and you shouldn't jump to conclusions so quickly. There are plenty of ways this could be screwed up and make it through the system without nary a comment. For example, I mentioned above that I thought "+n% damage" meant something different than what laviathan05 said it currently means and what Blizzard intends. I thought it was a flat boost to damage! In other words, if I get +5% damage on a weapon with a 800-1800 damage range and my weapon damage is currently (without the modifier) at 1000-2000 in the character sheet, I expect to see 1050-2100 now.

In other words, +damage percent is way too generic of a term; it should probably be "+n% weapon damage" or maybe toss "total" in there for good measure (I would call the current implementation "+n% base weapon damage). If I had to guess, I would say that there was a lack of communication of the true intent.
I just assumed it was a carry over of the previous n% damage bonus on weapons, which increased said weapon damage by that percentage. And even if they misunderstood what the +n% damage meant, it isn't implemented in a way that is meaningful. Currently, it is really +n% black damage.


Another glaring issue is that elemental damage on weapons doesn't matter anyway, as all skills now have an elemental damage type. Before, your weapon mattered, as few skills actually did elemental damage. This really gets annoying because things like Triumvirate were incredibly good with a black damage weapon, because that took all the +elemental damage modifies, rather than just a single one.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
I just assumed it was a carry over of the previous n% damage bonus on weapons, which increased said weapon damage by that percentage. And even if they misunderstood what the +n% damage meant, it isn't implemented in a way that is meaningful. Currently, it is really +n% black damage.

Well, it may not be meaningful, but that's certainly a reason as to why it could have been implemented in that way and made it through testing. From what I've heard, Blizzard definitely cares about testing stuff. My brother went to a QA convention in California, and out of all companies, Blizzard was there. He won a signed copy of the RoS collector's edition... the lucky bastard! :| Anyway, you would think they would have found this at some point, which is why I would believe the definition wasn't good.

It's way too easy sometimes to be lax on requirements not being as specific as they should be.

Another glaring issue is that elemental damage on weapons doesn't matter anyway, as all skills now have an elemental damage type. Before, your weapon mattered, as few skills actually did elemental damage. This really gets annoying because things like Triumvirate were incredibly good with a black damage weapon, because that took all the +elemental damage modifies, rather than just a single one.

I think that depends on the class. I recall Barbarians still having quite a few physical damage abilities/runes. However, I think the push away from that went with Blizzard getting rid of the default attack. For example, in Torchlight II, your main form of dealing damage is usually your weapon, and plenty of classes have procs and stuff bound to their weapon attacks.

Haven't played in long time.. well over a year. Decided to play a crusader. Any tips? I'm going star on hard difficulty.

Mm there really isn't too much that you can do wrong in the beginning. I switched to Hard difficulty at about level 11, and I've never gone back down. In fact, I can only remember dying on my own once, and I still don't exactly know what happened. I died a few times in a co-op game, but that's because my brother's shadow clone kept freezing me during the Diablo fight. :| After I tweaked my spec a little for more survival and he overhauled his, we beat it with ease.

I pretty much always used a shield with my character and just equipped whatever weapon (1H or 2H) had the most potential. Although, using a 2H + shield requires you to equip the Holy Might passive, which will eat up a passive slot. I changed abilities a few times over my play time. However, one thing that I've noticed is that using runes that stun enemies is probably the best way to reduce the damage you take. I originally started using them because I had an item that raised any lightning-based ability, and when I replaced that item and changed the skills, I noticed that my health really started becoming more volatile. Although, even after all that, while Blessed Shield (the Captain America move) does have a stun rune available, I don't use it. It's probably not as necessary for me since one of my legendaries gives me a chance to proc a large, persistent AoE that blinds and slows enemies.
 

Stuka87

Diamond Member
Dec 10, 2010
6,240
2,559
136
Haven't played in long time.. well over a year. Decided to play a crusader. Any tips? I'm going star on hard difficulty.

You cannot play on hard with a level 1 character. Don't even try. Play through normal then go to hard, and play adventure mode. You have to beat the game before you can play adventure mode, but once you can, you will level up faster and get better gear.
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
Well, it may not be meaningful, but that's certainly a reason as to why it could have been implemented in that way and made it through testing. From what I've heard, Blizzard definitely cares about testing stuff. My brother went to a QA convention in California, and out of all companies, Blizzard was there. He won a signed copy of the RoS collector's edition... the lucky bastard! :| Anyway, you would think they would have found this at some point, which is why I would believe the definition wasn't good.

It's way too easy sometimes to be lax on requirements not being as specific as they should be.
I agree, but I don't think the requirements changed. They act identical to the previous +n% damage, although, it is far lower. The problem might lie in that the affix was limited to black damage weapons before IIRC, so they just didn't update the formula for weapons with elemental damage.


I think that depends on the class. I recall Barbarians still having quite a few physical damage abilities/runes. However, I think the push away from that went with Blizzard getting rid of the default attack. For example, in Torchlight II, your main form of dealing damage is usually your weapon, and plenty of classes have procs and stuff bound to their weapon attacks.
I believe physical is considered an element. All the damage types correspond with a resist and physical damage is against the physical resist and armor. If you have something that does physical damage, your weapon's elemental damage will be converted to physical, if I understand this new system correctly. Which, renders damage types on weapons useless. They used to have some meaning, for skills and the effects (cold had a chance to slow, etc). Now, they do nothing but increase the DPS.
 
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