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Har dere hørt noe om fremtiden til D3 ang. videre utvikling?

Er det mer godsaker på vei?

 

 

Har det vært snakk om hvilken retning D3 har planer om å utvikle seg i fremtiden? Merker jeg nok en gang er søpla lei spillet. Skal bare fullføre HC season characteren min til lvl 70 så er jeg ferdig med spillet frem til neste endring, men er alltid gøy når de tilfører noe nytt :)

 

Ut fra det lekkede dokumentet som lakk for noen år siden er det planlagt to expansions til D3. Det er dog høyst uoffisielt, og det har ikke blitt nevnt et eneste ord om fremtidige x-packs til D3, men vi kan vel være rimelige sikre på at det blir minst én til.

 

Ang fremtiden til D3 så får vi nok vite mer under Blizzcon. Da har de satt av en time til å snakke om hvordan de synes statusen på D3 er i dag, samt en time til å snakke om fremtiden til spillet (på henholdsvis fredag og lørdag 7. og 8. november).

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Videoannonse
Annonse

Hvordan er loot drop i grift? er det større sjanse for bedre rolls på høyere grift?

 

Er ikke sjangs å klare mer enn grift 39-40 da ALT og ALLE oneshoter deg blir det mer fustrasjon enn "glede" i dette spillet. Rift går mye raskere og her kan jeg mutliboxe ..

Endret av Bahamut
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Grifts har en sweetspot rundt 25-27 (T6->"T7") hvor de statistisk sett gir ca. 2x flere legs enn vanlige rifts over lang tid (og er ca. like vanskelige). Man får også flere bloodshards tror jeg, men bare halvparten så mye XP.

 

Høye grifts tar for lang tid, gir alt for lite xp og ikke nok shards kontra vanlige rifts og er kun ment som en benchmark/challenge, ikke som lootruns.

 

Loot og roll chance er lik mellom rift og grift. Eneste forskjellen er vel at lave grift lvls (1->10) kan droppe torment only legs på en vanskelighetsgrad tilsvarende normal/hard/expert.

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På g2play får du hvertfall begge for tilsammen ~350 kr. Ellers er det billigst fra battle.net og koster da ~530 for begge.

 

Edit: Så feil på battle.net. Utenom G2play er det billigst å kjøpe hard-copy fra nettbutikk. Komplett, whatever. ca. 600 kr. Fra b-net koster det ~670 kr.

Endret av Feh
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Okei, kjøpte det fra G2A for 365,- nå, og har lastet ned til "playable".

Kommer meg inn uten problemer, men når jeg joiner et party og skal ta Act 1 med han så blir jeg dc'd midt i loading screen hver gang. Noen som vet hvorfor? Er klar over at det ikke er optimalt å spille før det er lastet ned ferdig, men jeg vil spille nåå :tease:

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Enda mer.

 

https://docs.google.com/spreadsheets/d/1nVPgOXJgW35xPQUwXgraSITqQ-Gazq0QHaoorGKWy0o/edit#gid=1858013453

 

 

1. True Sentry Skill Cast Ratios

Here are accurate skill cast ratios when using CA/MS/EA.


1_174.jpg

 

 

2. Skill Damage: MS vs CA vs EA
WHAT SKILL DAMAGE SHOULD YOU GET ON YOUR GEAR?

Here is a breakdown of damage done by each skill under different scenarios and breakpoints using +20% Cold Damage in all cases.

These numbers also arbitrarily limit the AoE portion of Cluster Arrow to a maximum of 7 targets to account for its relatively small range.

These values are % weapon damage done by each skill by one sentry over a 30-second period.



T L ; D R :
All Breakpoints under 4.15: Use +Multishot Damage% on your gear All Breakpoints above 4.15: Use +Elemental Arrow Damage% on your gear
Multishot Damage% is ALWAYS better than Cluster Arrow
until Elemental Arrow beats both out above 4.15.

 

2_96.jpg

 

  • Cluster Arrow fires 5 Rockets for 900% each.
  • Multishot fires 6 Rockets for 600% each.
  • Multishot fires about twice as often
  • Multishot's rockets connect with more enemies than Cluster Arrow's against one to three enemies.

 


3. Elemental Damage: Cold vs Fire

It's safe to say the majority of your damage is Cold Damage.
However, when hitting 1-3 Targets, a majority is Fire Damage.
Therefore it's not out of the question to have some Fire Damage on gear.

No +Elemental Damage% will be used in these comparisons.
These numbers also arbitrarily limit the AoE portion of CA to a max of 7 targets.

  • This accounts for its relatively small range of CA.

TL;DR:
Cold Damage is probably best overall, but Fire Damage is a very close second.
If you get a piece of gear that is very good but has Fire Damage% instead of Cold, use it.
Fire Damage is best when hitting 1 or 2 targets.
Exception: If you're gearing for the 4.15 breakpoint, then avoid Fire damage on gear.

The values in charts below represent

  • % weapon damage done
    • by each element
    • by one sentry
    • over a 30-second period.

 

3_74.jpg
4. Elemental Arrow vs Impale

Some people have proposed using Impale (Overpenetration) in place of Elemental Arrow (Frost Arrow) due to its superior single-target DPS. It is true that Impale does great damage against 1 target, however for Greater Rifts it is not a suitable replacement for Elemental Arrow.

  • Against 1 target, using Impale over EA results in a ~15% improvement in overall damage, but only if someone else in your party provides constant crowd control.
  • Against 2 targets, Impale is about equal to EA in the worst-case scenario. In the best case scenario (Impale always hits both targets), it is still about 15% better.
  • For anything with more than 2 targets, EA performs better.

The most important thing to note here is that using Impale in place of EA means you need to use Sentry (Polar Station) if playing solo in order to retain the chill aspect of the build to combo with Cull the Weak and Bane of the Trapped. This is a bad idea because switching from Spitfire Turret loses you more damage than you gain by using Impale (see section 3).
The only way you can get away with using Impale is if you are doing Ubers or single bosses in a party, and someone else in the party can provide the crowd-control effect needed to trigger Cull the Weak and Bane of the Trapped so that you can still use Sentry (Spitfire Turret).
Now that we've determined that Impale is only good against 1-2 targets, that means if you use it you should also take the Chemical Burns rune, which does superior single-target damage.
TL;DR: Use Impale (Chemical Burns) for bossing and maybe Ubers if you want to, but only if someone else in your party provides constant crowd-control so you can still use Spitfire Turret. For everything else, use Elemental Arrow (Frost Arrow).

 

5. Sentry - Spitfire Turret vs Polar Station

Spitfire Turret does a lot of damage, so you shouldn't switch to Polar Station, except maybe at the 1.46 and 1.74 breakpoints (due to low Frost Arrow cast rates.)

  • Against 5-10 targets, Spitfire Turret does 4-5% of your overall damage.
  • Against 1 target, Spitfire Turret does about 20% of your overall damage. This is because it shoots more often than any other skill, and also because it only fires one rocket at a time (no rockets are ever wasted.)

 

 

6. Steady Aim vs Custom Engineering

Edit: The numbers here do not factor in the effects of Bane of the Powerful or the Wolf Companion buff.
Practically all "fights" (i.e. situations where you kill a bunch of mobs in an area then continue to the next pack) last a minute or so at most. Because of this, Steady Aim outperforms Custom Engineering overall.

  • Assuming you keep Steady Aim active 100% of the time (which you probably don't), Steady Aim outperforms Custom Engineering in fights lasting 84 seconds or less. For 30 second fights, SA gives you 12% more damage than CE does.
  • If you have 90% uptime on SA, it is better on fights up to 63 seconds long. For 30 second fights, it gives you 10% more damage than CE does.
  • Even with 80% uptime on SA, it is still better on fights up to 50 seconds long. For 30 second fights, it gives you 8% more damage than CE does.

These numbers also assume that every mob in the fight always gets hit by every sentry, and that every mob also dies at the same time. In reality, this is not the case, which translates to SA being even better than these numbers say.
On the other hand, it is sometimes possible (and beneficial) to place your sentries in one area and then continue to pull mobs back to your sentries rather than move your sentries to the mobs. It could be argued that this gives CE some extra utility that SA doesn't provide, though I don't think I would personally choose CE because of this.
TL;DR: You should probably pick Steady Aim over Custom Engineering, except maybe for doing Greater Rift Trials, or if you have trouble staying away from mobs. See this post for a better comparison of the two abilities.

 

7. Ballistics Info

 

  • Against 1 target, Ballistics gives about a 43% overall damage boost (using all 3 rocket runes)
  • Against 5 targets, it's a ~30% boost.
  • Against 10 targets, it's an ~18% boost.

TL;DR: Ballistics is very good

 

8. The Best Weapons

For general gearing purposes (i.e. not at the best-in-slot level) assume all Bows (@2.84) and 2H XBows (@2.16) are essentially equal, with Etrayu with %Damage pulling ahead (possibly at the cost of some toughness), and 1H XBows (@2.84) falling a little behind. The most important thing is to not waste attack speed if you can avoid it.
The biggest update in patch 2.1 for M6 was the changes made to "fix" sentry attack speed. Lower breakpoints still end up being the most efficient ones on paper, however higher breakpoints are actually better in practice due to the way gearing works. Pretty much any M6 build will have a quiver, Ring of Royal Grandeur, Tasker and Theo, and possibly even a Witching Hour. All of these pieces either have unavoidable or nearly unavoidable Increased Attack Speed stats, which makes it impossible to hit lower breakpoints without wasting IAS, especially once you factor in Paragon points. Using higher breakpoints (2.84 and 4.15) essentially allows you to cash in on this extra IAS for free.

 

9. Kridershot

Kridershot has the potential to be pretty good at the cost of a hit to your survivability. Kridershot significantly improves your DPS during the initial ramp-up period when placing your first couple of sentries.
Note: The following scenarios assume 100% uptime on casting your own EAs and CAs. In reality, you have to stop to place sentries and dodge things, so the numbers will be a little lower.

  • Worst-case scenario: Fighting 1 target, and over the course of the fight you have an average of 4 sentries up. In this scenario, shooting your own EAs and CAs is a 6% damage boost.
  • Average-case scenario: Fighting ~8 targets, and over the course of the fight you have an average of 3 sentries up. Here you get roughly an 11% boost from Kridershot.
  • Best-case scenario: Fighting 11 targets, and over the course of the fight you have an average of 2 sentries up. Kridershot gives you as much as 18% more damage.

If you have a Kridershot that's rolled well, it's probably a good idea to use it. Using it also lets you take a more active roll alongside your sentries, which is a much more fun way to play.

 

10. Additional Info

 

  • If you have the option of choosing between Elemental Damage (Cold or Fire) and Dex on a piece of gear, Elemental Damage is essentially always better (DPS-wise), unless for whatever reason you have very little Dex (<7000). Dex however also grants armor, so if you care about toughness at all it's probably better to have it on your amulet, where you can roll up to 750 Dex.

 

 

 

Endret av Bahamut
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Ironisk nok er Countess en av de jeg føler dropper oftest, og har høyest regen % når man "står i driten". I tillegg beskytter den mot den eneste effekten som er 100% unavoidable med mindre man løper så langt unna at man uansett ikke får tatt packen, og den eneste (?) effekten som oneshotter på grift XX+, selv med unity. Xephirian (lightning immune) er en god #2 imo, mens cold og poison immune amuletene er useless. Fire immune amuletten er så latterlig sjelden at den er det egentlig ikke realistisk å få :p

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