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Diablo III: Reaper of Souls - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Arts & Entertainment (https://www.southperry.net/forumdisplay.php?fid=12) +--- Forum: General Entertainment (https://www.southperry.net/forumdisplay.php?fid=71) +---- Forum: General Gaming (https://www.southperry.net/forumdisplay.php?fid=74) +---- Thread: Diablo III: Reaper of Souls (/showthread.php?tid=66459) Pages:
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Diablo III: Reaper of Souls - dowie - 2014-04-27 JoeTang Wrote:I think people underestimate how complex and shitty the runeword system was. There were literally billions of possibilities, and at one point, some where unknown. The rarity of anything above Gul makes Legendaries in RoS look like blues. Yes, it was very complex. It also made some specs completely broken. I'm pretty sure I've obtained at least 1 of every single rune within my time of playing d2 but ya anything past gul was extremely rare. Most runewords were actually not that bad either, if you consulted any sites that actually had the order listed ._. Let's see off the top of my head the craziest ones were... Enigma - durr insane str increase to make str bugging your equips easy, damage reduction + that +1 to teleport made summon builds so good. Faith - Fanaticsm on a bowzon! Never had I had so much fun hitting the speed cap. Sub 2 min hell chaos clears was a blast. Ice- I think this one could lag the game completely since it proc'd frost novas and a stupid % rate. Bramble- must have for any poison builds. Chains of Honor - great armor all around. Fortitude - So I heard you like to deal moar damages? 300% more on an armor derrrr. Infinity - Conviction aura that basically helped break those annoying immunites in hell. The defense reduction made it better than pride for a skellymancer. Pride - Want concentration/might/ on a merc? stealth - You're low level go to rune word that was fairly easy to make. Heart of the Oak - Amazing caster runeword. Provided everything you could possibly want. Call to arms - Decent replacement to a barb's battle orders. Grief - Stupidly op on a smiteadin and good for any other melee class. breath of the dying - powerful melee runeword last wish - even stronger than grief , but good luck with the runes. There were so many good ones out there and the best ones replaced uniqes in nearly all cases. They were easily accessible though because of the rampant duping that went on in that game though. Don't forget jewels either, those became pretty crazy. Aside from that I honestly think they should either put a socket in every weapon or just not allow it at all since if you find one without a socket it's basically trash anyways... Diablo III: Reaper of Souls - Malthe - 2014-04-27 JoeTang Wrote:I think people underestimate how complex and shitty the runeword system was. There were literally billions of possibilities, and at one point, some where unknown. The rarity of anything above Gul makes Legendaries in RoS look like blues.I don't think the runeword system was perfect, but it was a lot of fun to me. I'd love for it to return in some form. Diablo III: Reaper of Souls - Dark Link - 2014-04-27 New AFK exploit already discovered lol. http://www.ownedcore.com/forums/diablo-3/diablo-3-exploits/473007-5-6-legs-hr-explained-new-afk-farm.html There's a video on the method on page 2. Diablo III: Reaper of Souls - JoeTang - 2014-04-28 An implementation that could be called "Runewords" would require several different runes. It would either need a rarity scale like in Diablo 2, or they would all require the same, but extremely high rarity value. Due to the current socketing system, the runeword would need to be completed over several pieces of equipment, or only possible on Chests and Pants. Adding more sockets would be a terrible idea, as that would widen the already large gap between unsocketed and socketed gear. If Runewords used the same implementation as Diablo 2, where you need a white item, I can see it easily possible using a 6 Flawless Imperial Emerald offhand weapon for several builds that don't swing that offhand. Even increasing the number of slots any piece of equipment can have raises the mainstat value by 280. In the case of in-item runewords, they would either only apply to Chests and Pants, which are the only slots to roll over one socket, or they would have to implement white items that have more sockets to build runewords with. This undermines the already in-place Legendary system and does not resolve the underlying issue of why they're considering implementing such a system: to improve the socketing experience. Runes would have to either be Unique Equipped, or their base effects would need to be weak enough that regular gems still have some value. The number of useful primary stats that don't break the game is already quite low. Being able to have more Attack Speed/Critical Hit Chance/Critical Hit Damage/Resource Reduction/Cooldown Reduction/Elite Damage in multiple slots where they are abnormal would increase damage by a significant amount on its own. The overall documentation for Runewords is a pain. The required steps to determine which Runes are useful, possibly in which slots, or order, requires extensive out-of-game input from the player, something they're trying to avoid already in the design, and which is bad to begin with. Adding an in-game library would resolve this, but the issue still lies in how combinations would work. Thus, the most viable option in my opinion would be to allow different sockets from different slots activate the runeword combination, removing the sequence component. In such a case, there are 11 possible slots to put runes in. There would thus need to be some sort of implementation that prevents the use of the same rune in multiple words, or words of excessive length to prevent such. For example, if there were 2-rune words, it may be possible to create them by bouncing off a larger combination. A simpler solution to this would be Legendary and Set Gems or Jewels, which are unique equipped so they cannot repeat multiple slots. They would create value in currently low-value socket slots, i.e. Jewelery, Shields. Their implementation could use existing gems, which would follow some logical progression, either in upgrading, rerolling, or creating. Sets would need no further documentation like runewords and add a set effect to an existing piece of equipment if another gem of the same set (or the same gem if it were) were used in a different slot. They should also create more powerful items in certain slots that cannot possibly roll sockets to compensate for the fact that gems even exist. Gave that Rat Caller exploit a try while I spent three hours watching shows. It took a decent amount of time to set up since the location is so finicky. Came out with three legendaries. My billionth Irontoe Mudsputters, a nice Natalya's Boots, and a Unity. Nephalem Valor ruins it pretty badly. The rats do a pomegranateton of damage since they don't have an actual collision box and can stack on top of each other to attack. I had to change spec significantly to be able to it on Torment I. I think the bulk of the exp comes from getting the "x enemies killed in one hit" bonus. I had rather low DPS so the kill rate wasn't spectacular, but at the same time, the callers didn't die from Nephalem valor as quickly I guess? ![]() I can't say that I would recommend this. Diablo III: Reaper of Souls - Shidoshi - 2014-04-28 I think I'd spend more time figuring out how to setup all the rats, my spec and automating than actually getting experience and items. Diablo III: Reaper of Souls - Polantaris - 2014-04-28 JoeTang Wrote:I think people underestimate how complex and pomegranatety the runeword system was. There were literally billions of possibilities, and at one point, some where unknown. The rarity of anything above Gul makes Legendaries in RoS look like blues. Half the problem, in my opinion, is just how generic the buffs from Gems are. If it's a weapon, there's ABSOLUTELY NO reason not to go with Crit Damage at max level. Everyone has to stack Crit to able to compete against the harder difficulties. If you're leveling a lowbie, Damage all the way because of the high numbers on low level gear. If it's a non-helm, there's ABSOLUTELY NO reason not to go with your main stat. Vit is overrated and everyone knows it (unless you have really pomegranatety Vit to begin with). If it's a helm, it's pretty much useless but the MF is okay, or maybe Life%. It's really the best one with options. Too bad the options all pretty much suck. Gems are way too generic. There's really no options. When you get a slot you know exactly what to use it for. There's no experimentation. Runewords on the other hand had so many different combinations that there were lots of different things to try out. It's too basic now. Edit: Ran into this on Reddit, not sure if this has been posted here or not yet: http://diablo.somepage.com/info/patches-future#pc-minor Diablo III: Reaper of Souls - Foolyz - 2014-04-28 Well, at least there's a mention of Legendary Gems. It feels like such a long way away right now, though. Diablo III: Reaper of Souls - Shidoshi - 2014-04-28 Diamond gems added a little bit of room on armor and helm slots, getting AR is a good option if you need the toughness and CDR is pretty good depending on your build. Diablo III: Reaper of Souls - IllegallySane - 2014-04-28 Shidoshi Wrote:Diamond gems added a little bit of room on armor and helm slots, getting AR is a good option if you need the toughness and CDR is pretty good depending on your build. I feel it's amazing with classes that can really make use of heavy Cooldown abilities, like Barbs/Crusaders. Really can't say no to getting WoTB uptime to around what it was before, and I've heard Crusaders have lots of CD abilities. Diablo III: Reaper of Souls - TugboatWilly - 2014-04-28 I have 10 levels left on the Monk and then it'll be my Cindercoat gambler but it feels so slow.
Diablo III: Reaper of Souls - JoeTang - 2014-04-28 Just did a rift where Butcher just walked off the ledge of the map, wallered me in using the map edge as the 4th wall, pulled me, and OHKOed me. Also, the Conflagrate Mirror Ball spec is so pineappleing broken. It literally has infinite damage potential. Nothing else in the game comes even close to being that strong. Diablo III: Reaper of Souls - Polantaris - 2014-04-28 Shidoshi Wrote:Diamond gems added a little bit of room on armor and helm slots, getting AR is a good option if you need the toughness and CDR is pretty good depending on your build. I completely forgot about Diamonds, mostly because I main a Wizard which means AR is completely useless (All my Resists are over 1,000 and I have like 1 piece of AR gear). Which just proves that there's more problems with the system. Why is there a gem for AR, but not for Armor or Dodge? Plenty of other stats that are just missing, like Block Chance/Amount, which would be great for a Crusader and would go really well with their Passive that deals with having filled slots. Diablo III: Reaper of Souls - Shidoshi - 2014-04-28 Flat AR doesn't actually decrease in value the more you have of it, +80 AR will always increase your EHP by the same percentage amount. Diablo III: Reaper of Souls - Dark Link - 2014-04-28 Shidoshi Wrote:Flat AR doesn't actually decrease in value the more you have of it, +80 AR will always increase your EHP by the same percentage amount. Until diminishing returns start kicking in. Diablo III: Reaper of Souls - Polantaris - 2014-04-28 Shidoshi Wrote:Flat AR doesn't actually decrease in value the more you have of it, +80 AR will always increase your EHP by the same percentage amount. +100 to my lowest Resist gives me about 0.5% damage reduction. It's completely useless for me to stack AR any more than it already is. Diablo III: Reaper of Souls - Shidoshi - 2014-04-28 However, the closer you are to 100% reduction, the more EHP you gain for that +0,5% so it balances out. There's no diminishing returns. The formula for the reduction is: EHP multiplier = 1 - (1 - AR/(AR + 350)) So taking a base HP of 1000 I calculated the effective HP for increasing amounts of AR, here:
Diablo III: Reaper of Souls - dowie - 2014-04-28 It may seem like there is DR , but in reality there isn't Diablo III: Reaper of Souls - Dark Link - 2014-04-28 dowie Wrote:It may seem like there is DR , but in reality there isn't Yeah it seems weird the DR % actually diminishes, but the EHP doesn't. Diablo III: Reaper of Souls - Polantaris - 2014-04-29 Shidoshi Wrote:However, the closer you are to 100% reduction, the more EHP you gain for that +0,5% so it balances out. There's no diminishing returns. What if you account for the fact that if those points were actually in Armor or Dodge? I would imagine that a +20%+ reduction from armor would be better than a +1% reduction from AR with the same exact points. Diablo III: Reaper of Souls - JoeTang - 2014-04-29 Quote:[COLOR="#0000FF"]Hey, everyone! Praise be to RNGesus. Except "future patch that's being worked on" means not tomorrow =[ Quote:[COLOR="#0000FF"]I’ve seen several threads concerned with the Vote Kick system recently, and I’ve got some news to share with you about it. I'd like to find a way to abuse this. |