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This game doesn't have "loot tables"
A mob is killed and rolls are made, the rolls determine the stats on the gear (what type and quality of the stat, two rolls for each stats mod).
So seriously guys, just drop the entire idea of a "loot table", it's a WoW thing that didn't make it to diablo.
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I'm having trouble on my DH, what kind of HP/resist/armor should I be looking at for Butcher/act 2 onwards? I'm using entangling/nether + vault/prep/smokescreen and tactical passive currently if that helps. For Butcher the only thing I can't manage to dodge usually is the fan of chains he throws.
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United States47024 Posts
On May 30 2012 01:07 N3rV[Green] wrote: So seriously guys, just drop the entire idea of a "loot table", it's a WoW thing that didn't make it to diablo. I've used the term "loot table" to describe the % drop chance of specific drops from bosses since D2. Maybe that's just me.
Every boss's loot table encompasses every item, but the % chance of dropping a Mara's, Stormshield, etc. varies from boss to boss.
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i highly disagree that heals should scale with hp. regeneration healing allready scales with damage reduction abilities, armor and resistances while burst healing also scales with dodge . thats three to four stats you can scale up healing allready and virtually every monk is doing exactly this: getting only as much vitality as they need and as much resistances/armor as they can to make healing more effective. stacking alot of vitality is just not smart for monks just because of the way virtually all his skills and passives work, except maybe BoP. barbs who can scale vitality into armor in the other hand can make sense of vitality heavy builds.
if the monk needs anything then maybe some changes to the underused/bad passives. more than the half of them are way worse than the most used passives. the dualwield/2h passive for example can be replaced with other passives that do the job better you want without drawbacks despite being a specialized trait. the + 100 spirit passive almost has no scaling as you mostly cannot regenerate up to 100% spirit most of the time, even with high attackspeed/ high spirit regeneration so you really can only do a couple spells more at the start and thats it. the crit into dodge passive is again outshined badly by other passives as far as defense goes.
a bit more offensive scaling on some of the abilties would be nice too but iam not entirely sure if this is needed.
But what iam really concerned is group play in inferno: its just not worth it for melees. I and my common teammates have far more success with solo play even with teamspeak coordination. And with success I basicly mean gold&items/time. I personally find group play very fun and interesting but in most circumstances its just not as mathematically rewarding as solo play.
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Since I finally made it through an Act of Inferno and started the 2nd, I think I can add to the discussion with at least a slightly informed opinion now. The main issues for me are the elite/champ mobs with broken skills. Fast + vampiric + any CC = you die. Arcane + CC + narrow passages = you die. Fire chains + CC = you die. Fire chains on spiders is one of my least favorite things to see. Invulnerable minions on certain mobs (ghost things, serpent guys, or naturally fast mob + CC) is broken as can be but not instant death at least. Reflect damage is annoying but only broken when combined with mortar or any of the previously mentioned OP combos. Fast by itself isn't too bad, but really annoying on mobs that were already fast like spiders. Illusionist (if you aren't running Arcane Orb) and health link are pretty worthless. Desecrator, avenger, Horde, increased health, and whatever else I am forgetting I am pretty neutral on. CC includes frozen, jailor, waller, and vortex.
If they just limit what things can be combined then most of the issues go away. I think I flat out skipped mabye 2-4 rare/champ mobs in act one due to a super broken combo.
Bosses are fine so far but could stand to get some new moves so they aren't so predictable. I was able to kill the butcher in under 2 mins with 5 stack Neph buff due to Venom hydra + blizzard with my 32k dps. He is so predictable. I died once to him on normal because I had no clue on his pattern and then I never died to him again until inferno which was largely due to not killing him fast enough with my old set up and getting killed by fire, or I got sloppy and got grabbed.
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Ok, now I know why demon hunters seem to do so much damage. They can equip 2 handed weapons (bows or crossbows) in one hand and use a quiver in the other for 15% increased attack speed (Same as dual wield bonus). That makes a demon hunter do inherently 15% more damage than all other characters, how is this balanced?
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bows are capped alot lower than 2hand melee items, that's why the best bow so far is 1500dps, best 2hander is near 2k
Side note: I want another level of difficulty after inferno because it was easy too easy, and not just adding a 5th mod to rares and doubling the hp/dmg, I want monsters to start using more player skills as well.
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On May 30 2012 03:07 NotSorry wrote: bows are capped alot lower than 2hand melee items, that's why the best bow so far is 1500dps, best 2hander is near 2k No.
There are 7 types of 2h melee weapons and only 2 kinds of bows, so there's probably a higher rare melee weapon out in the AH, but if you seach for blue items you'll see that the best weapons have about equal dps.
It's little difference between the base stats of 2hs of equal attack speed: http://us.battle.net/d3/en/item/hellion-crossbow http://us.battle.net/d3/en/item/warlord-sword
And they can both spawn with the "Grim" and "of Death" modifiers.
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Let me guess, you play demon hunter?
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On May 30 2012 03:05 VoirDire wrote: Ok, now I know why demon hunters seem to do so much damage. They can equip 2 handed weapons (bows or crossbows) in one hand and use a quiver in the other for 15% increased attack speed (Same as dual wield bonus). That makes a demon hunter do inherently 15% more damage than all other characters, how is this balanced?
Melee characters have innate 30% damage reduction. How is this balanced?
Also, the only character to farm act 4 comfortably are Barbarians, so maybe Demon Hunters aren't the problem, huh?
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Any advice on how to deal with invulnerable champ in Inferno as Wizard ? I mean, how are you supposed to run through invulnerable minions that 2 shot you in order to kill the champ ? Really this shit seems broken to me...
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You don't unless you outgear it. I run from most invulnerable packs - I guess I can beat them after wearing them down over 15 min, but not worth it.
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On May 30 2012 04:41 Ramanujan wrote:Show nested quote +On May 30 2012 03:05 VoirDire wrote: Ok, now I know why demon hunters seem to do so much damage. They can equip 2 handed weapons (bows or crossbows) in one hand and use a quiver in the other for 15% increased attack speed (Same as dual wield bonus). That makes a demon hunter do inherently 15% more damage than all other characters, how is this balanced? Melee characters have innate 30% damage reduction. How is this balanced? Also, the only character to farm act 4 comfortably are Barbarians, so maybe Demon Hunters aren't the problem, huh? 30% damage reduction, for character that take 1000% more hits. :O And as far as i'm concerned i've heard of more DH and wizards farming Act 4 easily, compared to Barb.
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I think inferno is fine, except that it's damn near impossible at worst, improbable at best for a melee class to 'naturally' progress.
What I mean is a solo barbarian isn't likely going to be able to farm his way out of act 1 so that he can do act 2. You MUST use the auction house or have friends sharing items. The only reason I can easily beat act 2 on my barb is because I have many t16 (act 4) quality items. Without these, I'd still be relegated to sketchy warden/butcher clears until the end of time.
The only other issue is that ranged classes like DH and Wizard were able to beat and farm content through clever use of abusable skills. This gave a perception that inferno is too hard unless you exploit on ranged and then it's actually super easy. This cause a bad taste in everyone's mouth. I think if we could go back and time and fix exploits and make it so that every class was struggling the same the tears would be less prevelent. We would all be working to get through inferno at the normal pace or progression (ACT1-ACT2-ACT3-ACT4). What ended up happening was Wizards and DH beat ACT1 skipped to ACT4 with the Hell bug and started farming. Our AH and playerbase got overfed much earlier than anticipated and it really messed everything up.
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On May 30 2012 04:41 Ramanujan wrote:Show nested quote +On May 30 2012 03:05 VoirDire wrote: Ok, now I know why demon hunters seem to do so much damage. They can equip 2 handed weapons (bows or crossbows) in one hand and use a quiver in the other for 15% increased attack speed (Same as dual wield bonus). That makes a demon hunter do inherently 15% more damage than all other characters, how is this balanced? Melee characters have innate 30% damage reduction. How is this balanced? Also, the only character to farm act 4 comfortably are Barbarians, so maybe Demon Hunters aren't the problem, huh?
You're very misinformed about the endgame.
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I would have to say that mele in inferno are very gear dependant. I have 2 level 60's a barb and a DH. ( Azmodan runs R.I.P) I have been in inferno on both my characters. Both have progressed solo through inferno.( After I killed each boss solo I farmed with friends.)
My barb is stuck on act 2 killing magdah she is almost impossible for mele to kill cause she blows me a kiss and insta dead 50k hp 300 resist lol. As a barb I recommend people stack resist and strength and vit get a nice 2h. Check out Psy Starcraft's youtube channel sure he is amazingly overgeared but it proves one thing barbs are very gear dependant. Think of it this way more strength = more damage and armor. Resists come from gear and buffs. (Warcry with impunity)
As for DH's it depends on your skill level. If your a really skilled d2 player and can dodge everything stack pure dex and resists just so some crazy floor fire does not kill you (happened to me -.-). I rely on smoke screen and vault to keep me alive. My DH is stuck on belial which ive lost at least 150k in repairs to but oh well just gotta keep trying.
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Russian Federation138 Posts
On May 30 2012 22:20 Valadash wrote:I would have to say that mele in inferno are very gear dependant. I have 2 level 60's a barb and a DH. ( Azmodan runs R.I.P) I have been in inferno on both my characters. Both have progressed solo through inferno.( After I killed each boss solo I farmed with friends.) My barb is stuck on act 2 killing magdah she is almost impossible for mele to kill cause she blows me a kiss and insta dead 50k hp 300 resist lol. As a barb I recommend people stack resist and strength and vit get a nice 2h. Check out Psy Starcraft's youtube channel sure he is amazingly overgeared but it proves one thing barbs are very gear dependant. Think of it this way more strength = more damage and armor. Resists come from gear and buffs. (Warcry with impunity) As for DH's it depends on your skill level. If your a really skilled d2 player and can dodge everything stack pure dex and resists just so some crazy floor fire does not kill you (happened to me -.-). I rely on smoke screen and vault to keep me alive. My DH is stuck on belial which ive lost at least 150k in repairs to but oh well just gotta keep trying. I got him after i had a 60k demage and could survive 1 hit from nagas. The most important part to hit him as fast as you can after he jumps from the balcony. When a 3rd stage starts you just have to spam neither tentacles as fast as you can. When you have a good dps its much easier to do because you have to dodge fewer times.
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On May 30 2012 04:41 Ramanujan wrote:Show nested quote +On May 30 2012 03:05 VoirDire wrote: Ok, now I know why demon hunters seem to do so much damage. They can equip 2 handed weapons (bows or crossbows) in one hand and use a quiver in the other for 15% increased attack speed (Same as dual wield bonus). That makes a demon hunter do inherently 15% more damage than all other characters, how is this balanced? Melee characters have innate 30% damage reduction. How is this balanced? Also, the only character to farm act 4 comfortably are Barbarians, so maybe Demon Hunters aren't the problem, huh?
its balanced in the sense that melee is still completely useless compared to ranged in inferno act 2+
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Well at least bosses are much easier for melee than ranged. Just did a butcher run with 2 wiz and a dh. All were dead at 50% but I finished him off by moving to the south where fire cant reach me and just grinded him down with pots and optimal use of cooldowns.
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United States47024 Posts
On June 02 2012 10:17 DaCruise wrote: Well at least bosses are much easier for melee than ranged. Just did a butcher run with 2 wiz and a dh. All were dead at 50% but I finished him off by moving to the south where fire cant reach me and just grinded him down with pots and optimal use of cooldowns. The bosses aren't easier for melee, they're just more of a gear check.
The nature of melee is such that if you can't tank it, you basically can't beat the encounter, and if you can tank it, you pretty much just hold left click, and occasionally press other skills.
The opposite is the case with ranged. You can kite effectively with a way lower gear standard and "outplay" the encounter, but regardless of how far you overgear the encounter, you will still get 1-shot if you screw up.
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