Diablo III General Discussion - Page 846
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Amui
Canada10567 Posts
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ffswowsucks
Greece2297 Posts
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PandaCore
Germany553 Posts
The only problem I have with the focus on rifting, is that doing the bounties to get the rift fragments actually seems more like a chore, since you just want to get your fragments, so you can finally do a rift again. But well, that's what split farming is for. I actually also believe that split farming was an intended way of doing bounties, just by the fact that we have an achievement for completing 150000 bounties. Even if you'd only need one minute for a bounty you'd need 150000 minutes = 2500 hours = 104 days of pure playing time just doing bounties to complete that achievement. Considering I have ~450 hours on my Wiz and probably ~700 total in D3... I doubt I'll ever get that achievement. I'm not really sure where I stand yet, if there is dropping enough loot or not. I did have my fair share of good drops, but I also played a lot since RoS came out. Easily spent way over 100 hours just on my Wiz so far. I actually feel like I'm progressing alright, still every little buff is welcome. | ||
rezoacken
Canada2719 Posts
On April 10 2014 14:30 Amui wrote: Well the hotfixes are live. Can't play too much in the near future because of exams, but it should be a sizable improvement. Going from 1.25 to 2 is a 60% improvement. So this buff should provide 60% more legendaries (regardless of torment levels since its all multiplicative)... someone that was getting 10leg in a week doing rifts will now get 16. It's pretty funny to see some people expecting a hell of an improvement and expecting at least a leg per run, and raging on public forums. I guess RNG and basic maths is a very hard concept for your average gamer. Kadala buff is very sizable however. | ||
PandaCore
Germany553 Posts
On April 10 2014 16:44 rezoacken wrote: Kadala buff is very sizable however. Was there a number tossed around? I just saw the "significantly increased", but can't test it until I get home. | ||
rezoacken
Canada2719 Posts
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Godwrath
Spain10131 Posts
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Amui
Canada10567 Posts
On April 10 2014 17:04 Godwrath wrote: Somebody knows how this "increased chance to drop legendaries" stack between rifts and difficulties ? Because if they stack additively, it is pointless to run them on higher difficulties, except if you already one shot everything (or you care about keystones... which to be honest, you can farm in no time imho). It's multiplicative Source: Somewhere on Bnet. | ||
PandaCore
Germany553 Posts
Rift Bosses do not count as Uniques, so they will be not be affected by the hotfix to Unique drops. They will, however, be affected by the hotfix that will boost your chance to find Legendary items by 100% (up from 25%) while in Rifts. Note that the 100% bonus to Legendary drops in Nephalem Rifts is multiplicative and will actually stack with the scaling Legendary drop rate bonus in Torment 1-6 (which in turn boosts your chance to find Legendary items by 15% per slider tick, also multiplicatively) . http://us.battle.net/d3/en/forum/topic/12471197317?page=12#236 | ||
JoeCool
Germany2520 Posts
My friend on the other hand got ~ fifteen legs. Three of them in the last run... -_- | ||
jtype
England2167 Posts
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Dirkzor
Denmark1944 Posts
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Gorsameth
Netherlands21858 Posts
On April 01 2014 15:50 rezoacken wrote: All damage go through two reductions, one by armor and one by resist (depending on which type of damage you took) And these reductions are multiplicatives, so if you have a 80% reduction through armor and then a 50% reduction through physical resist you will only take 10% of the initial damage (which is too much :p) The formula is Damage taken = (1-A)(1-R)* Damage where A and R are the % reduction of armor and resistance. Then for a level 70 A=Armor / (Armor + 3500) R=Resistance / (Resistance + 350) Where Armor and Resistance are your numbers. | ||
DODswe4
Sweden2157 Posts
On April 10 2014 21:07 Dirkzor wrote: they are calculated together, the fomula is (1*(ramining damage after reduction from armor)*(remaining damage after reduction from all resist). Say you have 75% reduction from both armor and resist the formula would look like (1*0.25*0.25) and the answer would be the remaining damage you take.Can someone explain how armor and resistances work? Is armor calculated before, after or completely different from resistances? | ||
oneofthem
Cayman Islands24199 Posts
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Godwrath
Spain10131 Posts
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andrewlt
United States7702 Posts
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Nekovivie
United Kingdom2599 Posts
On April 10 2014 21:58 oneofthem wrote: finally got my cindercoat last night after the hotfix from kadala and it was a perfect 20/30 roll too. yay Grats! Got my cindercoat from the same source. 20/29 here though, so almost perfect. Found one normally in a rift a few days later that was 16/23. Sucky. | ||
oneofthem
Cayman Islands24199 Posts
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andrewlt
United States7702 Posts
On April 11 2014 00:46 oneofthem wrote: rift density has great range and perhaps variance. you remember the sparsely populated zones fine but what of the ones with twenty elite packs? if anything rift density is greater than normal mode People generally play rifts until they kill the rift guardian. If the ratio of good rifts to bad rifts is 50/50, people will be spending a lot more time playing in shitty rifts because it takes longer to get 100% in them. Not to mention shitty rifts frequently make players waste time backtracking to get 100%. Blizzard reverted the 1.08 density changes in story mode but adventure mode is different. Adventure mode has good density in acts 1-4. Act 5 low density is mitigated somewhat by the abundance of quests that give a gold/exp/loot/chest reward at the end. It is also quite common to run into cursed shrines and cursed chests doing bounties, something rifts don't have. | ||
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