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On August 19 2011 14:16 Knuppe wrote:Show nested quote + 1) Max resistance 139? What is up with that? Do you think they changed resistance to a flat number instead of percentage? Or will it mean resistance, with some extra percentages in case some monsters have something like a "lower resist" curse?
2) %ED changes from 100 to 500. DPS from 3.45 to 1908, critical hit from 3 ro a whopping 261. However, damage reduction changes from 50% to ... 56%? Armour class goes up by a factor of 100 and damage reduction goes up what, 12%?
1. Its like wow, you have a flat number and when you hover mouse over it shows % reduction. (I would assume) 2. DPS just looks seriously high.. white attacks at almost 2k DPS wtf!! Even with 60% reduction its way way too high!
How can you even presume to say whether it's high or low without knowing the HP of the monsters..?
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On August 19 2011 14:16 Knuppe wrote:Show nested quote + 1) Max resistance 139? What is up with that? Do you think they changed resistance to a flat number instead of percentage? Or will it mean resistance, with some extra percentages in case some monsters have something like a "lower resist" curse?
2) %ED changes from 100 to 500. DPS from 3.45 to 1908, critical hit from 3 ro a whopping 261. However, damage reduction changes from 50% to ... 56%? Armour class goes up by a factor of 100 and damage reduction goes up what, 12%?
1. Its like wow, you have a flat number and when you hover mouse over it shows % reduction. (I would assume) 2. DPS just looks seriously high.. white attacks at almost 2k DPS wtf!! Even with 60% reduction its way way too high! Never really played WOW, so could you explain how that would work? I mean, the % @ hover is pretty straight forward, but what has the flat number got to do with anything? I mean, it's just an abstract number then, without any actual game-related meaning?
I D2 it showed you the damage your skill was doing so it MIGHT be a skill here, but it doubt it. Actually, 2k seems possible. In D2, average damage of your starting weapon is about 2. The max weapon damage is 106 on a thunder maul. Taking into account the 500%ED you see to get from your stat point, if you have +75 damage on a weapon and an additional 700%ED from passive skills or equipment, you got it. I had 20k average damage on my enchant sorc in D2. I know that's impossible to compare to this number, as that was hit damage and not DPS but still.
EDIT:
On August 19 2011 14:48 Goobus wrote:Show nested quote +On August 19 2011 14:16 Knuppe wrote: 1) Max resistance 139? What is up with that? Do you think they changed resistance to a flat number instead of percentage? Or will it mean resistance, with some extra percentages in case some monsters have something like a "lower resist" curse?
2) %ED changes from 100 to 500. DPS from 3.45 to 1908, critical hit from 3 ro a whopping 261. However, damage reduction changes from 50% to ... 56%? Armour class goes up by a factor of 100 and damage reduction goes up what, 12%?
1. Its like wow, you have a flat number and when you hover mouse over it shows % reduction. (I would assume) 2. DPS just looks seriously high.. white attacks at almost 2k DPS wtf!! Even with 60% reduction its way way too high! How can you even presume to say whether it's high or low without knowing the HP of the monsters..? True, it's all relative With these number, PvP might be quite interesting. I mean, life 8k wit 60% damage reduction compared to DPS of 2k. At least it won't be a 1-hit kill fest.
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I agree with others about the armor. Looks way too... impractical, and not nearly gritty and brutal/dark enough like it was for d2.
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It feels like the wow team is working on the armor, but I think diablo is the kind of game where intricate designs and more minimal spikes and crap work better. Stuff that is detailed but more practical looking.
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Numbers don't actually mean much at this stage of the game.
Watching the interview I actually have a lot of confidence in Blizz. The removal of skill points upset me quite a bit but now that I think about it is a great idea. Before if you wanted a specific type of character you just put 20 points into 4-5 of the correct skills to do so. If you wanted a different type of character, say a blizz sorc instead of meteor, you just start over, powerlevel, and put 20 points into other correct skills. The new choose-skills system does the same thing, except without having to power level a character. Runes go a step beyond that and add an itam based level of customization. Of course, the question will be balance (not like d2 ever was balanced.) So it might easily be possible that everyone is going for an ice armor crimson, disintigrate indigo wizard etc.
Still I'm super excited, and despite the recent controversy even more so.
I'll be sitting out the beta though, just to make it more satisfying. :D
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The armor is fine. It remainds me when i was a kid and loved watching power rangers. The demon hunter looks exactly like one of the power rangers. So cool.
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On August 19 2011 14:51 NeoLearner wrote:Show nested quote +On August 19 2011 14:16 Knuppe wrote: 1) Max resistance 139? What is up with that? Do you think they changed resistance to a flat number instead of percentage? Or will it mean resistance, with some extra percentages in case some monsters have something like a "lower resist" curse?
1. Its like wow, you have a flat number and when you hover mouse over it shows % reduction. (I would assume) 2. DPS just looks seriously high.. white attacks at almost 2k DPS wtf!! Even with 60% reduction its way way too high! Never really played WOW, so could you explain how that would work? I mean, the % @ hover is pretty straight forward, but what has the flat number got to do with anything? I mean, it's just an abstract number then, without any actual game-related meaning?
It's a flat number that lets items have something like "Fire resist 10". The flat number converts into a percentage, but the amount required for a given % increases with your character level. (e.g. 10 fire resist might equal 20% at level 1, but only 5% at level 30...)
Doing it that way ensures that you can get better resistance gear as the game progresses. Otherwise, either items start out useless (0.5% fire resist gear?! doesn't sound too exciting) or endgame gear never gets better (wow, 15% fire resist on this level 60 chest... just like the 15% fire resist I've got on these level 10 gloves... not too exciting either)
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On August 19 2011 13:39 Chairman Ray wrote:Show nested quote +On August 19 2011 13:34 ktang wrote: Just out of curiosity about the runes and the 6 cap skills. Say there is 20 skills you can place runes into, so does it mean once you place a rune into a skill, you're stuck with that skill forever? Can you remove the rune from that skill and place it into another skill? Is the skill and rune interchangeable or are you stuck with something once the rune is place in? "Socketed runestones will be freely swappable. Players will be able to replace runestones at any time, at no cost and without risk of losing the runestone. The D3 Team has committed to easy runestone swapping in the final game, but they have said there will be some sort of limitation, purely to prevent macro-switching exploits. They want swapping to be easy and forgiving, but not something that can be done automatically by a third party program, which could lead to constant, effortless switching, which they think of as contrary to their intended style of play. The team has not yet revealed what form this limitation will take, but it could be something as simple as requiring players to return to town, or to use one of the Artisans to switch out runes." Source: http://www.diablowiki.net/Runestone
Aug 1st: "Once the rune is socketed and attuned, it would then be permanently fixed, unless they chose to add in a crafting recipe to "wipe" the rune back to a blank slate."
From the same wiki page, looks like a lot of misinformation on the wiki, I watched a YouTube that said what you were saying but I don't think you get the rune back after replacing with a new one, could be wring however.
Edit: http://m.youtube.com/index?desktop_uri=/&gl=CA#/watch?v=l2hZxhXCBP8
Found the link: 3min in he talks about if u remove the rune "it's now a magic missle splitting rune"
As with everything this is prolly still being tweaked and may and prolly will be changed before release
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On August 19 2011 16:27 Tag wrote: Aug 1st: "Once the rune is socketed and attuned, it would then be permanently fixed, unless they chose to add in a crafting recipe to "wipe" the rune back to a blank slate."
From the same wiki page, looks like a lot of misinformation on the wiki, I watched a YouTube that said what you were saying but I don't think you get the rune back after replacing with a new one, could be wring however.
That's under the heading "Proposed Changes to Rune functionality". It was basically Jay Wilson talking about a potential alternative idea for runes at the July media event. The rest of the wiki (and all the video footage out there) shows the current functionality.
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I hope they go in the direction Jay mentioned at the media event, whereby a rune doesn't obtain permanent specific skill-related qualities until it is socketed + they also have random stats, giving some longevity to rune hunting/buying.
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On August 19 2011 15:07 Serpico wrote: It feels like the wow team is working on the armor, but I think diablo is the kind of game where intricate designs and more minimal spikes and crap work better. Stuff that is detailed but more practical looking.
Yeah, I didn't really mind the colors. Higher tier is supposed to be shiny, even if it's dark shiny. It's all the spikes and crap. It looks too much like a plastic toy. I just can't help but think parts of the armor are going to come off, get stuck in a door, cause the character to trip, etc.
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They're freakin' magical offspring of angels and demons. They don't trip or get stuck in doorways. ;p
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On August 20 2011 00:11 Choo wrote: I hope they go in the direction Jay mentioned at the media event, whereby a rune doesn't obtain permanent specific skill-related qualities until it is socketed + they also have random stats, giving some longevity to rune hunting/buying. I don't doubt this will be the case. Otherwise, where's the replayability with runes? If runes are static and don't have some element of randomness, you'll just get the rune you want and be done.
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Wtf is happening with Beta any news about date?
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On August 20 2011 01:43 snapski wrote: Wtf is happening with Beta any news about date? -Probably early September (officially stated, still pushing for before Sept 30th) -Closed beta -There will be lots of beta keys given out initially -Afterwards there will be additional keys distributed as beta players dwindle -Blizzard will make an official statement (either by notifying http://www.DiabloFans.com or by official forum post)
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On August 20 2011 00:20 andrewlt wrote:Show nested quote +On August 19 2011 15:07 Serpico wrote: It feels like the wow team is working on the armor, but I think diablo is the kind of game where intricate designs and more minimal spikes and crap work better. Stuff that is detailed but more practical looking. Yeah, I didn't really mind the colors. Higher tier is supposed to be shiny, even if it's dark shiny. It's all the spikes and crap. It looks too much like a plastic toy. I just can't help but think parts of the armor are going to come off, get stuck in a door, cause the character to trip, etc. We're talking about characters that shoot fireballs out of their hands and descend to hell and kill demons and such. Realism is not #1 on the list.
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On August 20 2011 01:53 Sm3agol wrote:Show nested quote +On August 20 2011 00:20 andrewlt wrote:On August 19 2011 15:07 Serpico wrote: It feels like the wow team is working on the armor, but I think diablo is the kind of game where intricate designs and more minimal spikes and crap work better. Stuff that is detailed but more practical looking. Yeah, I didn't really mind the colors. Higher tier is supposed to be shiny, even if it's dark shiny. It's all the spikes and crap. It looks too much like a plastic toy. I just can't help but think parts of the armor are going to come off, get stuck in a door, cause the character to trip, etc. We're talking about characters that shoot fireballs out of their hands and descend to hell and kill demons and such. Realism is not #1 on the list. Exactly. It's supposed to feel like you're in a fantasy world. Perhaps a dream-like world.
Chris Metzen gives a wonderful perspective on this (skip to 1:45): http://www.g4tv.com/videos/54508/diablo-3-story-preview-with-chris-metzen/
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Tarson said in a polish interview that he played in a diablo III showmatch against DIMAGA. Any vods of that?
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On August 20 2011 03:00 IceColdKilla wrote: Tarson said in a polish interview that he played in a diablo III showmatch against DIMAGA. Any vods of that?
I doubt that was recorded.
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On August 19 2011 14:48 Goobus wrote:Show nested quote +On August 19 2011 14:16 Knuppe wrote: 1) Max resistance 139? What is up with that? Do you think they changed resistance to a flat number instead of percentage? Or will it mean resistance, with some extra percentages in case some monsters have something like a "lower resist" curse?
2) %ED changes from 100 to 500. DPS from 3.45 to 1908, critical hit from 3 ro a whopping 261. However, damage reduction changes from 50% to ... 56%? Armour class goes up by a factor of 100 and damage reduction goes up what, 12%?
1. Its like wow, you have a flat number and when you hover mouse over it shows % reduction. (I would assume) 2. DPS just looks seriously high.. white attacks at almost 2k DPS wtf!! Even with 60% reduction its way way too high! How can you even presume to say whether it's high or low without knowing the HP of the monsters..?
Blizzard are doing it all wrong! 2000 DPS makes no sense! That's how much damage my Warlock did in Sunwell! That was nearly four years after release!! DO I HAVE TO WAIT FOUR YEARS BEFORE DIABLO 3 CONTENT IS FINALLY DIFFICULT!?!?!?111
Thought processes like this is why we can't have nice things.
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