On April 24 2012 02:16 skyR wrote: Yes, turn on elective mode in options.
Did you mean him? I cant get it to work; it only lets me assign 1 of each category, even with elective mode.
In elective mode you'll see arrows on the left and right of the skills, and you can press them to see the other skills without changing the spot you're assigning, so yes you could have more than one from each category.
On April 30 2012 20:50 NicksonReyes wrote: I'm really sorry if this is a stupid question, but I'll ask it anyway. So while I was playing during the open beta weekend, D3 lags so much that I only got to try 2 classes and failed to kill SK with both(like one second, I have 70% hp, then a second after, I have none), and I know it's because of my crappy internet connection and unsupported video card. My question is, I'm going to buy D3 along with a new computer that can play the game smoothly, but with my crappy internet, would D3 still lag(like the animation is stuttering or something) or will it run the animations smoothly with just delayed action and reaction due to high latency? Anyone who is in that kind of situation? EDIT: Speedtest result So, is internet speed a factor of the animation too or not?
I'd like to add that release will be better than the open beta because you won't have to connect to the US server. I don't know if anyone can tell you that it will be ENOUGH, but it will be better.
does theres actually a max number of skill "points" or not in d3? like can we put points in every skills that we want and just switch them from our skill slots at the bottom after or theres actually a limit, if theres a limit will we be able to respec later on?
i searched a bit on google but couldnt find anything to make it clear for me T_T
On May 01 2012 02:19 YunhOLee wrote: does theres actually a max number of skill "points" or not in d3? like can we put points in every skills that we want and just switch them from our skill slots at the bottom after or theres actually a limit, if theres a limit will we be able to respec later on?
i searched a bit on google but couldnt find anything to make it clear for me T_T
There are no skill points in diablo 3. You just choose skills in each category.
On May 01 2012 02:19 YunhOLee wrote: does theres actually a max number of skill "points" or not in d3? like can we put points in every skills that we want and just switch them from our skill slots at the bottom after or theres actually a limit, if theres a limit will we be able to respec later on?
i searched a bit on google but couldnt find anything to make it clear for me T_T
All skills are unlocked by level 30, passives and runes by level 60.
On May 01 2012 02:19 YunhOLee wrote: does theres actually a max number of skill "points" or not in d3? like can we put points in every skills that we want and just switch them from our skill slots at the bottom after or theres actually a limit, if theres a limit will we be able to respec later on?
i searched a bit on google but couldnt find anything to make it clear for me T_T
All skills are available at max level. Skills and runes become available as you level up. You may respec anytime, but can only pick a maximum of 6 skills and runes. At later levels this will make you lose your Nephalem Valor bonus (boosts magic find and gold).
On May 01 2012 02:19 YunhOLee wrote: does theres actually a max number of skill "points" or not in d3? like can we put points in every skills that we want and just switch them from our skill slots at the bottom after or theres actually a limit, if theres a limit will we be able to respec later on?
i searched a bit on google but couldnt find anything to make it clear for me T_T
In addition to everyone else's comments, here's a video with Jay Wilson on why they were removed if you're interested.
On May 01 2012 08:47 Lexpar wrote: So, is the game any good?
It's so, so, so much better than diablo II.
It really is.
If you're curious, ask me about any particular aspect of the game that the beta included - interface, items, skills, etc, and I'll try to explain why I feel d3's implementation is, three million times over, an improvement.
On May 01 2012 08:47 Lexpar wrote: So, is the game any good?
It's so, so, so much better than diablo II.
It really is.
If you're curious, ask me about any particular aspect of the game that the beta included - interface, items, skills, etc, and I'll try to explain why I feel d3's implementation is, three million times over, an improvement.
I want to ask about the damage mechanics. I know they stated that there won't be any more immunities (and that I like), and now resistances are tied to Int while Armor rating is tied to Strength, but I'm not clear on how the two interplay. I see skills that modify all your damage to a specific type, which makes me think physical is just another type of damage and all damage types are equal, but then armor rating doesn't really make any sense if that's the case.
On May 01 2012 08:47 Lexpar wrote: So, is the game any good?
It's so, so, so much better than diablo II.
It really is.
If you're curious, ask me about any particular aspect of the game that the beta included - interface, items, skills, etc, and I'll try to explain why I feel d3's implementation is, three million times over, an improvement.
I want to ask about the damage mechanics. I know they stated that there won't be any more immunities (and that I like), and now resistances are tied to Int while Armor rating is tied to Strength, but I'm not clear on how the two interplay. I see skills that modify all your damage to a specific type, which makes me think physical is just another type of damage and all damage types are equal, but then armor rating doesn't really make any sense if that's the case.
Yeah there is physical resist. Armor reduces all damage types and resist is the same except its split up. They aren't that different really, just another stat that can increase your survive-ability..If nothing else, it creates more diversity in the items.
On May 01 2012 08:47 Lexpar wrote: So, is the game any good?
It's so, so, so much better than diablo II.
It really is.
If you're curious, ask me about any particular aspect of the game that the beta included - interface, items, skills, etc, and I'll try to explain why I feel d3's implementation is, three million times over, an improvement.
I want to ask about the damage mechanics. I know they stated that there won't be any more immunities (and that I like), and now resistances are tied to Int while Armor rating is tied to Strength, but I'm not clear on how the two interplay. I see skills that modify all your damage to a specific type, which makes me think physical is just another type of damage and all damage types are equal, but then armor rating doesn't really make any sense if that's the case.
I am not mechanically knowledable, I just wanted to express how much superior your first impressions of everything will be and how the things that give that good impression as far as I can tell will continue to be sweet throughout the game.
That said, my understanding is that armor and resists are basically the same mechanic with different names and presumably formulas - you get X armor and it multiplies your effective hp by Y amount vs physical attacks, you get T elemental resistance and it multiplies your effective hp by P amount vs magical attacks of the correct type. That makes tying armor to strength and resistances to int perfect because it makes strength characters more effective and durable when running in and taking physical melee attacks from monsters, while ranged heroes will be very poor at fighting at melee range because of naturally low armor and health, but won't get exploded instantly by bursty ranged magic monsters because they're getting more resists.
On May 01 2012 10:18 mOnion wrote: Yeah there is physical resist. Armor reduces all damage types and resist is the same except its split up. They aren't that different really, just another stat that can increase your survive-ability..If nothing else, it creates more diversity in the items.
Ah, that makes sense. I was concerned that armor WAS physical resistance, and other resists basically bypassed armor but used a similar system. I didn't figure that would be the way it would work because it would be impossible to balance all your resistances properly without constantly changing your gear based on the enemy types. But I wasn't sure how armor and resistances worked together based on what I'd read. Thanks!
On May 01 2012 10:18 mOnion wrote: Yeah there is physical resist. Armor reduces all damage types and resist is the same except its split up. They aren't that different really, just another stat that can increase your survive-ability..If nothing else, it creates more diversity in the items.
Ah, that makes sense. I was concerned that armor WAS physical resistance, and other resists basically bypassed armor but used a similar system. I didn't figure that would be the way it would work because it would be impossible to balance all your resistances properly without constantly changing your gear based on the enemy types. But I wasn't sure how armor and resistances worked together based on what I'd read. Thanks!
I think they should have armor only reduce physical dmg... if armor does reduce ALL dmg then whats the advantage of int classes such as wizard/witch doctor... basically just hord armor items then you r good to go? if you have armor only decrease physical dmg then it would make more sense no? so what does elemental resist show? do you add those on top of the armor dmg reduction ... they really should have something that tells us overall dmg reduction in each of the types (including armor and Int stat) that way its more clear.
On May 01 2012 13:01 [Crimson]Bason wrote: I think they should have armor only reduce physical dmg... if armor does reduce ALL dmg then whats the advantage of int classes such as wizard/witch doctor... basically just hord armor items then you r good to go? if you have armor only decrease physical dmg then it would make more sense no? so what does elemental resist show? do you add those on top of the armor dmg reduction ... they really should have something that tells us overall dmg reduction in each of the types (including armor and Int stat) that way its more clear.
It can work that way - instead of having Armor rating you just have resistances to different damage types.
But then any piece of armor has to list what protection it provides from each damage type. When you have 5 damage types, that quickly becomes complicated, and as you start scaling things, it gets much harder to balance out. For example, if your high level armor provides a lot of resistance against one damage type, but very little against another, then as soon as you run into a mob enchanted with that damage type, the armor is useless.
What you wind up concluding is that high level armor really needs to provide a level of protection against all damage types, so that resistances aren't able to swing the difference so far in any direction that it becomes a gear check. Especially not if you're dealing with random spawns.
Barb and Monk get a native physical resistance bonus, so it isn't their armor that actually provides them with more protection to Wizards and Witch Doctors. You can wear the same armor, but the Barb will still have more survivability against physical attacks, and still be more vulnerable to elementals, which is the opposite for the Wizard/WD. Both classes have to augment their resistances in some way, they're just dealing with different deficiencies.