**OFFICIAL** Diablo 3 Thread

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HopJokey

Platinum Member
May 6, 2005
2,110
0
0
They're actually making legendaries...legendary! Also didn't know that they had Windforce in D3 too, that was my weapon in D2, a perfect one

what's the ETA on this patch?

According to the first big update it, the ETA is the 4th week of August.
 

HopJokey

Platinum Member
May 6, 2005
2,110
0
0
I guess it's neat and all, but I don't understand why legendaries are such a big deal to people.

I can't actually read the effects from here but I think 'build specific' items are usually more of a pain than anything else; it's really easy for them to become 'must have' items. Which as a barb who had to chase down a well rolled String of Ears, Helm of Command, and Justice Lantern (pre 1.0.2) was not an easy nor fun thing to do.

Yea it isn't good if the game gets balanced the other way, kind of like in D2 where certain items were a must. Right now though legendaries kind of suck - I've found about 30 of them - the best one was a String of Ears I sold for $12 on the RMAH. Most others I simply salvage to get a brimstone (which by the way just shot up in value like 3X).

I think what they are aiming for is diversity and balance (which was mentioned in the Blizz blog post).
 

darkxshade

Lifer
Mar 31, 2001
13,749
6
81
I don't know whether I should be liquidating my gear or holding onto it so I can farm some legendaries. :\


I had 13 brimstones saved... sold them all last night for about 8 bucks after fees. They were like .75 each (500k in GAH)
 
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Aikouka

Lifer
Nov 27, 2001
30,383
912
126
I saw the Barbarian changes, and they're interesting. Essentially, they're just buffing the class from what I can see. More specifically, they're buffing Bash and Cleave as well as three Fury spenders (Rend, Hammer and one more). Rend is getting ridiculously more powerful... it's gaining a 2s duration (will make it easier to get that achievement!) and going to 700% weapon damage. Ultimately, I just want to deal more cleave damage! :twisted:

I really wish that they would reconsider some abilities as Fury generators. I don't think Furious Charge should generate Fury, but rather be a way to spend it. Diablo III doesn't need to be just like WoW where the Warrior's Charge generates Rage.
 

j3poy

Member
Apr 27, 2012
146
0
0
Need to see the full changelist to the barbarian before i can make a comment. Wonder what changes they'll bring to Seismic Slam, Threatening Shout, Ancient Spear and the like. Double Tornado still seems very powerful in terms of damage output aswell as clearing content fast.
 

stag3

Diamond Member
Feb 7, 2005
3,623
0
76
got a 1024 dps 2h bow, but it was blue, checked AH to see if it was worth anything or if i should salvage it, going rate is 5k damn was hoping it would be worth more. only good dps drop i've gotten in awhile and it sucks
 

thujone

Golden Member
Jun 15, 2003
1,158
0
71
1k dmg weapons are only worth money if they're 1h... 2h need to be more like 1200 i think


i'm still waiting to see the WD class changes before i decide on whether i'm gonna keep playing
 

akahoovy

Golden Member
May 1, 2011
1,336
1
0
For Wizard, they're decreasing the proc coefficient of Energy Twister's Wicked Wind rune (meaning it works less often with Critical Mass and Life on Hit). I'm surprised there are still as many people playing with as much moaning is going on at the D3 forums.
 

Phoenix86

Lifer
May 21, 2003
14,644
10
81
1k dmg weapons are only worth money if they're 1h... 2h need to be more like 1200 i think


i'm still waiting to see the WD class changes before i decide on whether i'm gonna keep playing
My rule of thumb is ~+200-300 dps for 2H, so that's about right.
 

darkxshade

Lifer
Mar 31, 2001
13,749
6
81
monk preview is out...

All I have to say is... exploding palm... wow! If they still haven't fixed the loot bug with 1.04 :awe:
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
monk preview is out...

All I have to say is... exploding palm... wow! If they still haven't fixed the loot bug with 1.04 :awe:

I like that some of the abilities are significantly stronger, but I'm still disappointed that Blizzard won't move away from the "WE MUST PUT A COOLDOWN ON EVERYTHING!" belief. Part of Seven-Sided Strike's problem is that it has a cooldown! The ability would actually be decent without one, but only be able to use it every few seconds for a modest amount of damage is just not worth it.

We end up using mostly spirit generators, because they're actually pretty potent in their damage, their extra effects (buffs on us, debuffs on enemies) or both. The only benefit that I've found to damaging spirit spenders is that they typically have good AoE potential.
 

Phoenix86

Lifer
May 21, 2003
14,644
10
81
The benefit to SSS is you are immune while attacking, that's why it has a CD. It just needs more damage.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
The benefit to SSS is you are immune while attacking, that's why it has a CD. It just needs more damage.

Yeah, but as long as the mobs don't die quickly enough, blowing all your spirit on Seven-Sided Strike, which can still take a modest amount of time to build back up, will just leave you fairly vulnerable. It might be too overpowered in the early game where mobs don't have as much health, but I can't imagine it being the same way in the late game.
 

thujone

Golden Member
Jun 15, 2003
1,158
0
71
after reading the wd changes... if they talked for a good 1/3 of it about what they tried with zombie dogs... the fact that they're talking so much about the process makes me suspicious there's not a lot of results to talk about. and i mean... THIS is what you talk about for the class that's "receiving the most attention"? also... summoned fetishes currently can tank just about as long as the new zombie dogs.

seems like the wd updates were actually more concentrated on forcing build diversity than improving the class. they're going the wrong direction with it though... they're nerfing vision quest no matter how you look at it. and all it's probably going to do is now force everyone to also take either pyrogeist or spider queen to have it up as much as possible. so now we have a required passive AND a required skill.

just checked facebook and there's tons of people going nuts on the preview post lol
 

fustercluck

Diamond Member
Dec 29, 2002
7,402
0
71
Playing ranged classes as my first two characters was a mistake, because inferno act 3/4 has been insanely hard for ranged classes since launch, even after they nerfed inferno some. Spent a ton of gold trying to make the ranged characters (WD and DH) viable for end-game inferno but it was just a waste of gold since they both die so quickly anyways. Now that i'm playing a monk with decent gear and rolling through inferno with ease, I can see melee characters are the only way to go at the moment and I should have been playing one from the start. But, I didn't know.

Inferno will get easier and ranged classes will get better with the upcoming patch, so maybe I'll be able to play them again.
 

stag3

Diamond Member
Feb 7, 2005
3,623
0
76
better to get boots with vital or all resists?
for sure i'm grabbing intel + 12% movement on them regardless
this is for a wiz, i'm currently at 23k dps 35k HP and 500 resist all buffed and need boots right now
 
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jbones70

Junior Member
Jun 22, 2012
4
0
0
after reading the wd changes... if they talked for a good 1/3 of it about what they tried with zombie dogs... the fact that they're talking so much about the process makes me suspicious there's not a lot of results to talk about. and i mean... THIS is what you talk about for the class that's "receiving the most attention"? also... summoned fetishes currently can tank just about as long as the new zombie dogs.

seems like the wd updates were actually more concentrated on forcing build diversity than improving the class. they're going the wrong direction with it though... they're nerfing vision quest no matter how you look at it. and all it's probably going to do is now force everyone to also take either pyrogeist or spider queen to have it up as much as possible. so now we have a required passive AND a required skill.

just checked facebook and there's tons of people going nuts on the preview post lol

Can someone post the WD changes? Cant access the blizzard site at work. WD is my origional build, and I'd love to play it (and the game itself) again if blizzard has made it worthwhile.
 

Alex C

Senior member
Jul 7, 2008
355
0
76
Found a Flawless Star Amethyst design the other day; the gems seem to be selling on the gold AH for more than the cost of their components (plus crafting fee), am I missing something or do I pretty much have the ability to make as much gold as I want?
 

akahoovy

Golden Member
May 1, 2011
1,336
1
0
Out of the five Diablo III classes, witch doctors are receiving the most attention in patch 1.0.4. The goal for this patch, like for many of the other classes, was simple: identify the unpopular or hard-to-use skills, figure out what’s not working, and then make them better. In some cases, skills only needed slight tuning -- a little more damage here, or some increased durations there. In other cases, more significant changes were required. For the purpose of this preview, we'll focus on the bigger changes, which can be broken down into the following categories:

  • Pet survivability
  • Vision Quest design flaws
  • Splinters and Zombie Bears are way more appealing than most other skills
Pets

One of the core play styles for the witch doctor (and indeed the reason many people chose to play a witch doctor to begin with) is to have pets. Unfortunately, while witch doctor pets do pretty well in Normal difficulty, their survivability has been virtually non-existent in Nightmare, Hell, and Inferno. From our perspective, this isn't acceptable, so we're making some significant buffs to pets in 1.0.4. The goal of these buffs is to make pets not only more viable in those later difficulties, but also more enjoyable for players who prefer to base their builds around them.

From a design perspective, we want your pets to be durable enough so they can tank for you, but we don't want them to just be automatically immortal. The cooldown on summoning pets is there for a reason. Speaking more specifically, we'd like for there to be times when your pets have died, your cooldowns haven't refreshed yet, and you have that period of increased tension as you wait for the situation to stabilize again. On the other hand, we'd also like for there to be noticeable improvements for players who put thought and effort into their skill and gear selections to make their pets as strong as possible.

Trial and Error:

One of the first things we tried internally was to have Zombie Dogs scale their Life directly with their owner's Life (Zombie Dogs already inherit Armor and Resistance from their owner). This had mixed results. For example, if the player stacked a large amount of Life, Armor, and Resist, it was possible to have Zombie Dogs tank most of Act I and parts of Act 2 in Inferno. As much as it made sense to have Zombie Dogs scale directly with your gear, it actually inhibited a completely different playstyle: players who wanted their witch doctor to be more of a glass cannon, but still have their Zombie Dogs able to tank. And with that we went back to the drawing board.

The next time around we gave the Zombie Dogs a base amount of Life, and in addition to this base value, they would also receive 35% of their owner's Life. So, you had a Zombie Dog that could scale with your gear, but if you were built as a glass cannon you’d still have that base amount of Life to fall back on. To help with general survivability, we also gave Zombie Dogs some innate passive Life regeneration. This test was much more successful. The Zombie Dogs could survive through most parts of Act I and Act II of Inferno just fine and died only occasionally to really difficult encounters. In Act III and Act IV, however, they could take maybe one or two hits, but the outcome was always the same: dead Zombie dogs. We tried increasing the bonus to 100% of their owner's Life -- and even to 150% at one point, just to see what would happen -- but it was to no avail. The incoming damage just scaled up too high in those later Acts.

So, we made some more adjustments to their scaling, we gave them more passive regeneration, and we made pets resistant to even more AoE effects (such as Plagued, Frozen, and Mortar). The result was positive, but not perfect: Zombie Dogs could now tough out Acts I and II of Inferno, but they were still melting in Acts III and IV.


The Final Product:

Our final iteration was to give Zombie Dogs their own version of the wizard skill Force Armor, which limits the amount of damage a wizard can take in a single hit up to 35% of their maximum Life. Much like the rationale for reducing damage for AoE effects, pets take more damage from melee than players. Pets also don't back off when they’re low, make use of doorways, or avoid big attacks.

When translating "Force Armor" over to Zombie Dogs, we wanted to make sure they could still scale with the player's Life, Armor, and Resistances. So, rather than a flat 35%, the damage cap per hit is based on inherited Armor and Resistance values, and rather than scaling with the total Life, the mitigation amount is calculated on the base health of the Zombie Dogs, allowing additional Life to actually scale exceptionally well.
This might be a bit confusing, so let's set up an example using a level 60 witch doctor. Let’s say this witch doctor has 32,000 Life, 45% mitigation from Armor, and 30% mitigation from Resistances. (For clarity, this means that 55% of incoming damage gets past the player’s Armor, and 70% of the incoming damage gets past Resistances.)


  • The base Life of a level 60 Zombie Dog is 10,000 Life
  • With scaling, each Zombie Dog will have 21,200 Life (10,000 [base] + 32,000 * 35% [scaling])
  • The maximum damage the Zombie Dog can take in a single hit will be 3850 Life (10,000 [base] * 55% [damage not mitigated by armor] * 70% [damage not mitigated by Resistances])
  • Ignoring passive Life regeneration, this means each Zombie Dog will always be able to take at least 5.5 hits (21,200 [Life] / 3850 [damage])
Once you factor in some passive Life regeneration and healing from health globes, Zombie Dogs can do reasonably well in Inferno. Players who decide to go with a glass cannon build while using Zombie Dogs will have pets that can tank for short periods of time. Meanwhile, players who build with some survivability and choose pet-oriented passives like Fierce Loyalty, Zombie Handler, and Jungle Fortitude will find their pets to be extremely durable and very capable of handling all Acts of Inferno.


Vision Quest

As it stands now, without Vision Quest, many builds feel like you never have quite enough Mana.

Don't get me wrong: feeling like you always want more Mana can be a good thing, otherwise the resource system isn’t really doing its job. Even so, there are two major issues with Vision Quest that we want to address. The first is that it can feel very "feast or famine" when you're using it; sometimes you have near limitless Mana and at other times you're starved for resources. Second, and perhaps more importantly, it forces you to keep four skills on cooldown in order to be useful. This can be frustrating for a witch doctor who wants to use a cooldown skill strategically, but ends up casting the spell early for the Mana regeneration benefits.

Let’s use Big Bad Voodoo as an example. Big Bad Voodoo might be ready to go, but you need it on cooldown for Vision Quest to stay active. So, you cast the skill with only a handful of enemies on the screen. Then, no more than 20 seconds later, you come across a nasty Elite pack. While this would be a great moment to drop a Big Bad Voodoo to help you kill everything in sight (and ultimately avoid being killed yourself)….the skill is, of course, on cooldown. This can be a very aggravating experience! This isn't a dilemma we want players to face on a regular basis, so Vision Quest is getting redesigned for 1.0.4.

What’s Changing:

We're keeping the focus of the skill on Mana regeneration, but we're going to shift the way you get that regeneration away from needlessly spamming cooldowns to attacking and doing damage. The first thing we're doing is increasing the baseline Mana regeneration of all witch doctors from 20 Mana per second to 45 Mana per second. Not only does this help to alleviate the "feast or famine" effect, it also acts as a big buff to witch doctors who choose to skip Vision Quest. As for Vision Quest itself, it will increase Mana regeneration by 30% for 5 seconds after dealing damage with Firebomb, Corpse Spiders, Poison Dart, or Plague of Toads. One of the fun things about this set up is that you can combine it with a Spider Queen (Corpse Spider rune) or a Pyrogeist (Firebomb rune) and they’ll keep Vision Quest active for you the entire time they’re out.
Of course, Vision Quest going down to 30% can seem scary. Base Mana regeneration is increased, and the new mechanics actually allow for Vision Quest to have a very high uptime, but is it enough?

As we continue internal testing, one of our checks to determine how well Vision Quest is performing is to see if a level 60 player can still summon hordes of stampeding Zombie Bears. While we can't accommodate every skill and build combination out there, the goal for Vision Quest is that a player who has chosen the right passives and gear will still be able to summon waves of stampeding bears for at least a few seconds. The new Vision Quest is a lot less "feast or famine" than before, which means some players won't be able to spam Zombie Bears for quite as long, but the tradeoff is you’ll have a more consistent stream of Mana coming in, and (more importantly) you'll have your cooldown-controlled skills available to use strategically for maximum effect. A more reliable Mana stream, being able to use your cooldowns, and having the option to use other active and passive skills seems like a better design for the class as a whole for the long term.


Skill Options

In case you're wondering, we’re not touching Splinters or Zombie Bears this patch. While these are the two most popular witch doctor skills right now, it’s probably not just because people love the sound of Splinters or the look of Zombie Bears (though both of those are pretty cool). Instead, their popularity is likely due to how attractive these skills are, both in terms of damage output and overall feel. To help compensate and open up more build options, we’re buffing a lot of other skills to make them as appealing as Splinters and Zombie Bears.

Speaking of how a skill feels, the reason players avoid many of the lesser used witch doctor skills have more to do with the skill feeling "slow." For example, Firebomb, Plague of Toads, and Corpse Spiders all have animation timing issues which are being improved for 1.0.4. In general, all of these skills will cast faster, which will make the class feel snappier and more responsive. We're also doing a straight damage increase on many skills including (but not limited to) Acid Cloud, Firebats, Firebomb, and Spirit Barrage.
 

HopJokey

Platinum Member
May 6, 2005
2,110
0
0
Found a Flawless Star Amethyst design the other day; the gems seem to be selling on the gold AH for more than the cost of their components (plus crafting fee), am I missing something or do I pretty much have the ability to make as much gold as I want?

The margins are pretty slim though after Blizz's 15% cut. Some people simply sell the designs as they are $$$.
 
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