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United States37500 Posts
On May 07 2014 02:10 Glacierz wrote: Are act/rift bosses considered demons? I wonder if there's any reason to keep Tyrael's Might. Tyrael's Might is shit regardless. Demons make up mostly A4 monsters. They actually have to say "Demon" in subtext under the monster name type. There's too few demons in rifts to make Tyrael's Might worthwhile.
edit: haha, A4 has demons, not A5.
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I was thinking of keeping it as a switch item to kill rift / act bosses faster.
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United States37500 Posts
Sounds like something Sunkeeper could be an option for. Then again, idk if rift/act bosses count as "elites". Blizzard plz.
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if ubers are elites, i highly doubt rift bosses are not elites.
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On May 07 2014 02:53 NeoIllusions wrote: Sounds like something Sunkeeper could be an option for. Then again, idk if rift/act bosses count as "elites". Blizzard plz. act bosses are elites, I belive every purple named mob is. but bosses are
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Cayman Islands24199 Posts
. look at a treasure gob. sometimes it says demon. i don't think bosses are all demons. don't see any reason to think that either
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The thing is, chest armor isn't usually a slot for dps boost unless you are using cindercoat, so swapping for specific boss might actually make sense (such as uber fights, pretty sure diablo is a demon?). Sunkeeper only makes sense on certain chars and is more situational.
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Cayman Islands24199 Posts
seems more hassle than it's worth. need to invest in gems for it, and you are getting like 20% more dmg against a fairly easy part of the rift. but it's your choice
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On May 07 2014 03:00 oneofthem wrote: . look at a treasure gob. sometimes it says demon. i don't think bosses are all demons. don't see any reason to think that either not every boss is a demon, some are undead or humanoid. elite damage however works on bosses
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Using the leaked loot table and some back of the envelop calculation:
It appears that there are 44 total item types for all classes. Out of these: 19 types are usable by DH 26 types are usable by Barb, Wiz, and Crusader 27 types are usable by WD and Monk
Since we lack information on the loot weight by item type and leg drop chance (which varies by difficulty anyway), I make the following two assumptions:
1. average leg drop of 2 per hour 2. when a leg drops, the probability of it being an specific item type is equally weighted across the types the class can use (it's probably reasonable to assume a 1-5% chance of a non-usable item type, but we ignore this for simplicity).
Using this approach, I calculate: P(Ceremonial Knife | Legend Drop) = 1/27 = 3.7% P(Starmetal | Ceremonial Knife) = 1.64% P(Staremtal | Legend Drop) = 3.7% x 1.64% = 0.0607%
Given expected 2 leg drops per hour, it will take approximately 824 hours of gameplay to find a Starmetal Kukri playing as WD.
If I play 4 hours a day, it will take close to 7 months to get one.
Given this is one of the lowest droprate items, I'd assume most people who stick to playing the game a few hours a day should be able to find whatever they need within a year for a single char, assuming the drops all rolled reasonably*.
Comparing this to D2, I think the rates are actually quite generous.
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On May 07 2014 04:51 Glacierz wrote: Using the leaked loot table and some back of the envelop calculation:
It appears that there are 44 total item types for all classes. Out of these: 19 types are usable by DH 26 types are usable by Barb, Wiz, and Crusader 27 types are usable by WD and Monk
Since we lack information on the loot weight by item type and leg drop chance (which varies by difficulty anyway), I make the following two assumptions:
1. average leg drop of 2 per hour 2. when a leg drops, the probability of it being an specific item type is equally weighted across the types the class can use (it's probably reasonable to assume a 1-5% chance of a non-usable item type, but we ignore this for simplicity).
Using this approach, I calculate: P(Ceremonial Knife | Legend Drop) = 1/27 = 3.7% P(Starmetal | Ceremonial Knife) = 1.64% P(Staremtal | Legend Drop) = 3.7% x 1.64% = 0.0607%
Given expected 2 leg drops per hour, it will take approximately 824 hours of gameplay to find a Starmetal Kukri playing as WD.
If I play 4 hours a day, it will take close to 7 months to get one.
Given this is one of the lowest droprate items, I'd assume most people who stick to playing the game a few hours a day should be able to find whatever they need within a year for a single char, assuming the drops all rolled reasonably*.
Comparing this to D2, I think the rates are actually quite generous.
But in D2 you could trade with someone for stuff that you need.
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True, but I persoanlly stop playing a char once he gets fully geared for the end game. So it seems like the devs targeted a longevity of ~1 year when designing this.
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On May 07 2014 05:12 Glacierz wrote: True, but I persoanlly stop playing a char once he gets fully geared for the end game. So it seems like the devs targeted a longevity of ~1 year when designing this. 5 characters, and accounting variance. The numbers are still borked. Also D2 never had this issue despite ease of use, cuz of LADDERS
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On May 07 2014 04:51 Glacierz wrote: Using the leaked loot table and some back of the envelop calculation:
It appears that there are 44 total item types for all classes. Out of these: 19 types are usable by DH 26 types are usable by Barb, Wiz, and Crusader 27 types are usable by WD and Monk
Since we lack information on the loot weight by item type and leg drop chance (which varies by difficulty anyway), I make the following two assumptions:
1. average leg drop of 2 per hour 2. when a leg drops, the probability of it being an specific item type is equally weighted across the types the class can use (it's probably reasonable to assume a 1-5% chance of a non-usable item type, but we ignore this for simplicity).
Using this approach, I calculate: P(Ceremonial Knife | Legend Drop) = 1/27 = 3.7% P(Starmetal | Ceremonial Knife) = 1.64% P(Staremtal | Legend Drop) = 3.7% x 1.64% = 0.0607%
Given expected 2 leg drops per hour, it will take approximately 824 hours of gameplay to find a Starmetal Kukri playing as WD.
If I play 4 hours a day, it will take close to 7 months to get one.
Given this is one of the lowest droprate items, I'd assume most people who stick to playing the game a few hours a day should be able to find whatever they need within a year for a single char, assuming the drops all rolled reasonably*.
Comparing this to D2, I think the rates are actually quite generous. That's just by playing though. There's also the option of gambling. Droprates for gambling are roughly 1.5% leg, so ~330 shards per leg, or roughly 5.5 rifts worth(~1hr). Although I remember seeing somewhere on reddit that SMK on average will take like 40k shards of gambling weaps.Roughly an order of magnitude above getting say a mask of jeram, but it's doable. At 4 hours per day, if all you do is rift, you can get an SMK in about a month on average. Your sanity might not exist though, because at that point you'll have seen more than 100 not-SMK legendary weapons.
Math is very rough, but should be fairly close.
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I remember a blue said somewhere the average leg drop rate is 1 per 1.5 hours for the average gamer, my 2 per hour is already counting the gambling. My personal experience is slightly higher than 2 for efficient T3 rift runs, but given you will on average spend a mixed time between bounty/rifts, I feel that 2/hr is pretty reasonable over the long run.
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The variance is pretty wide, these on average figures are simply "expected values". It would easily take 2, or even 3 months of farming if you are not lucky.
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the numbers are a lot more generous compared to D2,playing that game for 4-5 years and I dont think I saw more than 10 high runes drop, let alone specific ones for runewords. Im fairly sure the only reason I even got the high end gears in d2 was because of the huge amount of duping and botting that drove runes value down to socketed whites/gems. in terms of drops, the one problem I see with the current system for d3 is that once a character gets well geared, theres very little reason to keep playing on it since you cant use it to farm gears for your other characters.
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On May 07 2014 07:12 LingsAreBunnies wrote: the numbers are a lot more generous compared to D2,playing that game for 4-5 years and I dont think I saw more than 10 high runes drop, let alone specific ones for runewords. Im fairly sure the only reason I even got the high end gears in d2 was because of the huge amount of duping and botting that drove runes value down to socketed whites/gems. in terms of drops, the one problem I see with the current system for d3 is that once a character gets well geared, theres very little reason to keep playing on it since you cant use it to farm gears for your other characters. Lets be real. There is no sub price for D3 so there is not a huge incentive for blizzard to provide this thing to do after you spend half a year gearing. And mind you half a year of enjoyment isn't a bad deal for the price.
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On May 07 2014 02:27 NeoIllusions wrote:Show nested quote +On May 07 2014 02:10 Glacierz wrote: Are act/rift bosses considered demons? I wonder if there's any reason to keep Tyrael's Might. Tyrael's Might is shit regardless. Demons make up mostly A5 monsters. They actually have to say "Demon" in subtext under the monster name type. There's too few demons in rifts to make Tyrael's Might worthwhile.
Do you mean A4? Because A5 has very few demons.
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well, things like starmetal are the ultimate item, finding them is a bonus, you dont need it. you cant give away every single item people want in 40 hours of gameplay, then its just boring.
But i would like to see more useful items and more viable builds. then you still have a very low chance to get the exact items you want, but you have a higher chance to get random good items that you must make work with an improvised build.
this is currently not the case, you have very few items that are actually useful. And most classes have only 2 elements being useful and cant use many different skills. It also doesnt help that fire has all those %dmg items and no other element comes close to it.
But t6hey allready know they need to work on the whole elemental damage thing, i hope they take the skill elements rework seriously and people can actually make more than 2 endgame builds per class. i think they didnt really understand what they created when they added multiplicative % ele damage on some slots, i cant explain the stupid ele type on runes distribution otherwise.
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